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/* 0 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

//  Taken from klasse by mattdesl https://github.com/mattdesl/klasse

function hasGetterOrSetter (def)
{
    return (!!def.get && typeof def.get === 'function') || (!!def.set && typeof def.set === 'function');
}

function getProperty (definition, k, isClassDescriptor)
{
    //  This may be a lightweight object, OR it might be a property that was defined previously.

    //  For simple class descriptors we can just assume its NOT previously defined.
    var def = (isClassDescriptor) ? definition[k] : Object.getOwnPropertyDescriptor(definition, k);

    if (!isClassDescriptor && def.value && typeof def.value === 'object')
    {
        def = def.value;
    }

    //  This might be a regular property, or it may be a getter/setter the user defined in a class.
    if (def && hasGetterOrSetter(def))
    {
        if (typeof def.enumerable === 'undefined')
        {
            def.enumerable = true;
        }

        if (typeof def.configurable === 'undefined')
        {
            def.configurable = true;
        }

        return def;
    }
    else
    {
        return false;
    }
}

function hasNonConfigurable (obj, k)
{
    var prop = Object.getOwnPropertyDescriptor(obj, k);

    if (!prop)
    {
        return false;
    }

    if (prop.value && typeof prop.value === 'object')
    {
        prop = prop.value;
    }

    if (prop.configurable === false)
    {
        return true;
    }

    return false;
}

/**
 * Extends the given `myClass` object's prototype with the properties of `definition`.
 *
 * @function extend
 * @param {Object} ctor The constructor object to mix into.
 * @param {Object} definition A dictionary of functions for the class.
 * @param {boolean} isClassDescriptor Is the definition a class descriptor?
 * @param {Object} [extend] The parent constructor object.
 */
function extend (ctor, definition, isClassDescriptor, extend)
{
    for (var k in definition)
    {
        if (!definition.hasOwnProperty(k))
        {
            continue;
        }

        var def = getProperty(definition, k, isClassDescriptor);

        if (def !== false)
        {
            //  If Extends is used, we will check its prototype to see if the final variable exists.

            var parent = extend || ctor;

            if (hasNonConfigurable(parent.prototype, k))
            {
                //  Just skip the final property
                if (Class.ignoreFinals)
                {
                    continue;
                }

                //  We cannot re-define a property that is configurable=false.
                //  So we will consider them final and throw an error. This is by
                //  default so it is clear to the developer what is happening.
                //  You can set ignoreFinals to true if you need to extend a class
                //  which has configurable=false; it will simply not re-define final properties.
                throw new Error('cannot override final property \'' + k + '\', set Class.ignoreFinals = true to skip');
            }

            Object.defineProperty(ctor.prototype, k, def);
        }
        else
        {
            ctor.prototype[k] = definition[k];
        }
    }
}

/**
 * Applies the given `mixins` to the prototype of `myClass`.
 *
 * @function mixin
 * @param {Object} myClass The constructor object to mix into.
 * @param {Object|Array<Object>} mixins The mixins to apply to the constructor.
 */
function mixin (myClass, mixins)
{
    if (!mixins)
    {
        return;
    }

    if (!Array.isArray(mixins))
    {
        mixins = [ mixins ];
    }

    for (var i = 0; i < mixins.length; i++)
    {
        extend(myClass, mixins[i].prototype || mixins[i]);
    }
}

/**
 * Creates a new class with the given descriptor.
 * The constructor, defined by the name `initialize`,
 * is an optional function. If unspecified, an anonymous
 * function will be used which calls the parent class (if
 * one exists).
 *
 * You can also use `Extends` and `Mixins` to provide subclassing
 * and inheritance.
 *
 * @class Phaser.Class
 * @constructor
 * @param {Object} definition a dictionary of functions for the class
 * @example
 *
 *      var MyClass = new Phaser.Class({
 *
 *          initialize: function() {
 *              this.foo = 2.0;
 *          },
 *
 *          bar: function() {
 *              return this.foo + 5;
 *          }
 *      });
 */
function Class (definition)
{
    if (!definition)
    {
        definition = {};
    }

    //  The variable name here dictates what we see in Chrome debugger
    var initialize;
    var Extends;

    if (definition.initialize)
    {
        if (typeof definition.initialize !== 'function')
        {
            throw new Error('initialize must be a function');
        }

        initialize = definition.initialize;

        //  Usually we should avoid 'delete' in V8 at all costs.
        //  However, its unlikely to make any performance difference
        //  here since we only call this on class creation (i.e. not object creation).
        delete definition.initialize;
    }
    else if (definition.Extends)
    {
        var base = definition.Extends;

        initialize = function ()
        {
            base.apply(this, arguments);
        };
    }
    else
    {
        initialize = function () {};
    }

    if (definition.Extends)
    {
        initialize.prototype = Object.create(definition.Extends.prototype);
        initialize.prototype.constructor = initialize;

        //  For getOwnPropertyDescriptor to work, we need to act directly on the Extends (or Mixin)

        Extends = definition.Extends;

        delete definition.Extends;
    }
    else
    {
        initialize.prototype.constructor = initialize;
    }

    //  Grab the mixins, if they are specified...
    var mixins = null;

    if (definition.Mixins)
    {
        mixins = definition.Mixins;
        delete definition.Mixins;
    }

    //  First, mixin if we can.
    mixin(initialize, mixins);

    //  Now we grab the actual definition which defines the overrides.
    extend(initialize, definition, true, Extends);

    return initialize;
}

Class.extend = extend;
Class.mixin = mixin;
Class.ignoreFinals = false;

module.exports = Class;


/***/ }),
/* 1 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

var MATH_CONST = {

    /**
     * The value of PI * 2.
     * 
     * @name Phaser.Math.PI2
     * @type {number}
     * @since 3.0.0
     */
    PI2: Math.PI * 2,

    /**
     * The value of PI * 0.5.
     * 
     * @name Phaser.Math.TAU
     * @type {number}
     * @since 3.0.0
     */
    TAU: Math.PI * 0.5,

    /**
     * An epsilon value (1.0e-6)
     * 
     * @name Phaser.Math.EPSILON
     * @type {number}
     * @since 3.0.0
     */
    EPSILON: 1.0e-6,

    /**
     * For converting degrees to radians (PI / 180)
     * 
     * @name Phaser.Math.DEG_TO_RAD
     * @type {number}
     * @since 3.0.0
     */
    DEG_TO_RAD: Math.PI / 180,

    /**
     * For converting radians to degrees (180 / PI)
     * 
     * @name Phaser.Math.RAD_TO_DEG
     * @type {number}
     * @since 3.0.0
     */
    RAD_TO_DEG: 180 / Math.PI,

    /**
     * An instance of the Random Number Generator.
     * This is not set until the Game boots.
     * 
     * @name Phaser.Math.RND
     * @type {Phaser.Math.RandomDataGenerator}
     * @since 3.0.0
     */
    RND: null

};

module.exports = MATH_CONST;


/***/ }),
/* 2 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * This is a slightly modified version of jQuery.isPlainObject.
 * A plain object is an object whose internal class property is [object Object].
 *
 * @function Phaser.Utils.Objects.IsPlainObject
 * @since 3.0.0
 *
 * @param {object} obj - The object to inspect.
 *
 * @return {boolean} `true` if the object is plain, otherwise `false`.
 */
var IsPlainObject = function (obj)
{
    // Not plain objects:
    // - Any object or value whose internal [[Class]] property is not "[object Object]"
    // - DOM nodes
    // - window
    if (typeof(obj) !== 'object' || obj.nodeType || obj === obj.window)
    {
        return false;
    }

    // Support: Firefox <20
    // The try/catch suppresses exceptions thrown when attempting to access
    // the "constructor" property of certain host objects, ie. |window.location|
    // https://bugzilla.mozilla.org/show_bug.cgi?id=814622
    try
    {
        if (obj.constructor && !({}).hasOwnProperty.call(obj.constructor.prototype, 'isPrototypeOf'))
        {
            return false;
        }
    }
    catch (e)
    {
        return false;
    }

    // If the function hasn't returned already, we're confident that
    // |obj| is a plain object, created by {} or constructed with new Object
    return true;
};

module.exports = IsPlainObject;


/***/ }),
/* 3 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * Finds the key within the top level of the {@link source} object, or returns {@link defaultValue}
 *
 * @function Phaser.Utils.Objects.GetFastValue
 * @since 3.0.0
 *
 * @param {object} source - The object to search
 * @param {string} key - The key for the property on source. Must exist at the top level of the source object (no periods)
 * @param {*} [defaultValue] - The default value to use if the key does not exist.
 *
 * @return {*} The value if found; otherwise, defaultValue (null if none provided)
 */
var GetFastValue = function (source, key, defaultValue)
{
    var t = typeof(source);

    if (!source || t === 'number' || t === 'string')
    {
        return defaultValue;
    }
    else if (source.hasOwnProperty(key) && source[key] !== undefined)
    {
        return source[key];
    }
    else
    {
        return defaultValue;
    }
};

module.exports = GetFastValue;


/***/ }),
/* 4 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * Wrap the given `value` between `min` and `max.
 *
 * @function Phaser.Math.Wrap
 * @since 3.0.0
 *
 * @param {number} value - The value to wrap.
 * @param {number} min - The minimum value.
 * @param {number} max - The maximum value.
 *
 * @return {number} The wrapped value.
 */
var Wrap = function (value, min, max)
{
    var range = max - min;

    return (min + ((((value - min) % range) + range) % range));
};

module.exports = Wrap;


/***/ }),
/* 5 */
/***/ (function(module, exports, __webpack_require__) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

//  Adapted from [gl-matrix](https://github.com/toji/gl-matrix) by toji
//  and [vecmath](https://github.com/mattdesl/vecmath) by mattdesl

var Class = __webpack_require__(0);

/**
 * @classdesc
 * A representation of a vector in 2D space.
 *
 * A two-component vector.
 *
 * @class Vector2
 * @memberof Phaser.Math
 * @constructor
 * @since 3.0.0
 *
 * @param {number|Phaser.Types.Math.Vector2Like} [x] - The x component, or an object with `x` and `y` properties.
 * @param {number} [y] - The y component.
 */
var Vector2 = new Class({

    initialize:

    function Vector2 (x, y)
    {
        /**
         * The x component of this Vector.
         *
         * @name Phaser.Math.Vector2#x
         * @type {number}
         * @default 0
         * @since 3.0.0
         */
        this.x = 0;

        /**
         * The y component of this Vector.
         *
         * @name Phaser.Math.Vector2#y
         * @type {number}
         * @default 0
         * @since 3.0.0
         */
        this.y = 0;

        if (typeof x === 'object')
        {
            this.x = x.x || 0;
            this.y = x.y || 0;
        }
        else
        {
            if (y === undefined) { y = x; }

            this.x = x || 0;
            this.y = y || 0;
        }
    },

    /**
     * Make a clone of this Vector2.
     *
     * @method Phaser.Math.Vector2#clone
     * @since 3.0.0
     *
     * @return {Phaser.Math.Vector2} A clone of this Vector2.
     */
    clone: function ()
    {
        return new Vector2(this.x, this.y);
    },

    /**
     * Copy the components of a given Vector into this Vector.
     *
     * @method Phaser.Math.Vector2#copy
     * @since 3.0.0
     *
     * @param {Phaser.Math.Vector2} src - The Vector to copy the components from.
     *
     * @return {Phaser.Math.Vector2} This Vector2.
     */
    copy: function (src)
    {
        this.x = src.x || 0;
        this.y = src.y || 0;

        return this;
    },

    /**
     * Set the component values of this Vector from a given Vector2Like object.
     *
     * @method Phaser.Math.Vector2#setFromObject
     * @since 3.0.0
     *
     * @param {Phaser.Types.Math.Vector2Like} obj - The object containing the component values to set for this Vector.
     *
     * @return {Phaser.Math.Vector2} This Vector2.
     */
    setFromObject: function (obj)
    {
        this.x = obj.x || 0;
        this.y = obj.y || 0;

        return this;
    },

    /**
     * Set the `x` and `y` components of the this Vector to the given `x` and `y` values.
     *
     * @method Phaser.Math.Vector2#set
     * @since 3.0.0
     *
     * @param {number} x - The x value to set for this Vector.
     * @param {number} [y=x] - The y value to set for this Vector.
     *
     * @return {Phaser.Math.Vector2} This Vector2.
     */
    set: function (x, y)
    {
        if (y === undefined) { y = x; }

        this.x = x;
        this.y = y;

        return this;
    },

    /**
     * This method is an alias for `Vector2.set`.
     *
     * @method Phaser.Math.Vector2#setTo
     * @since 3.4.0
     *
     * @param {number} x - The x value to set for this Vector.
     * @param {number} [y=x] - The y value to set for this Vector.
     *
     * @return {Phaser.Math.Vector2} This Vector2.
     */
    setTo: function (x, y)
    {
        return this.set(x, y);
    },

    /**
     * Sets the `x` and `y` values of this object from a given polar coordinate.
     *
     * @method Phaser.Math.Vector2#setToPolar
     * @since 3.0.0
     *
     * @param {number} azimuth - The angular coordinate, in radians.
     * @param {number} [radius=1] - The radial coordinate (length).
     *
     * @return {Phaser.Math.Vector2} This Vector2.
     */
    setToPolar: function (azimuth, radius)
    {
        if (radius == null) { radius = 1; }

        this.x = Math.cos(azimuth) * radius;
        this.y = Math.sin(azimuth) * radius;

        return this;
    },

    /**
     * Check whether this Vector is equal to a given Vector.
     *
     * Performs a strict equality check against each Vector's components.
     *
     * @method Phaser.Math.Vector2#equals
     * @since 3.0.0
     *
     * @param {Phaser.Math.Vector2} v - The vector to compare with this Vector.
     *
     * @return {boolean} Whether the given Vector is equal to this Vector.
     */
    equals: function (v)
    {
        return ((this.x === v.x) && (this.y === v.y));
    },

    /**
     * Calculate the angle between this Vector and the positive x-axis, in radians.
     *
     * @method Phaser.Math.Vector2#angle
     * @since 3.0.0
     *
     * @return {number} The angle between this Vector, and the positive x-axis, given in radians.
     */
    angle: function ()
    {
        // computes the angle in radians with respect to the positive x-axis

        var angle = Math.atan2(this.y, this.x);

        if (angle < 0)
        {
            angle += 2 * Math.PI;
        }

        return angle;
    },

    /**
     * Add a given Vector to this Vector. Addition is component-wise.
     *
     * @method Phaser.Math.Vector2#add
     * @since 3.0.0
     *
     * @param {Phaser.Math.Vector2} src - The Vector to add to this Vector.
     *
     * @return {Phaser.Math.Vector2} This Vector2.
     */
    add: function (src)
    {
        this.x += src.x;
        this.y += src.y;

        return this;
    },

    /**
     * Subtract the given Vector from this Vector. Subtraction is component-wise.
     *
     * @method Phaser.Math.Vector2#subtract
     * @since 3.0.0
     *
     * @param {Phaser.Math.Vector2} src - The Vector to subtract from this Vector.
     *
     * @return {Phaser.Math.Vector2} This Vector2.
     */
    subtract: function (src)
    {
        this.x -= src.x;
        this.y -= src.y;

        return this;
    },

    /**
     * Perform a component-wise multiplication between this Vector and the given Vector.
     *
     * Multiplies this Vector by the given Vector.
     *
     * @method Phaser.Math.Vector2#multiply
     * @since 3.0.0
     *
     * @param {Phaser.Math.Vector2} src - The Vector to multiply this Vector by.
     *
     * @return {Phaser.Math.Vector2} This Vector2.
     */
    multiply: function (src)
    {
        this.x *= src.x;
        this.y *= src.y;

        return this;
    },

    /**
     * Scale this Vector by the given value.
     *
     * @method Phaser.Math.Vector2#scale
     * @since 3.0.0
     *
     * @param {number} value - The value to scale this Vector by.
     *
     * @return {Phaser.Math.Vector2} This Vector2.
     */
    scale: function (value)
    {
        if (isFinite(value))
        {
            this.x *= value;
            this.y *= value;
        }
        else
        {
            this.x = 0;
            this.y = 0;
        }

        return this;
    },

    /**
     * Perform a component-wise division between this Vector and the given Vector.
     *
     * Divides this Vector by the given Vector.
     *
     * @method Phaser.Math.Vector2#divide
     * @since 3.0.0
     *
     * @param {Phaser.Math.Vector2} src - The Vector to divide this Vector by.
     *
     * @return {Phaser.Math.Vector2} This Vector2.
     */
    divide: function (src)
    {
        this.x /= src.x;
        this.y /= src.y;

        return this;
    },

    /**
     * Negate the `x` and `y` components of this Vector.
     *
     * @method Phaser.Math.Vector2#negate
     * @since 3.0.0
     *
     * @return {Phaser.Math.Vector2} This Vector2.
     */
    negate: function ()
    {
        this.x = -this.x;
        this.y = -this.y;

        return this;
    },

    /**
     * Calculate the distance between this Vector and the given Vector.
     *
     * @method Phaser.Math.Vector2#distance
     * @since 3.0.0
     *
     * @param {Phaser.Math.Vector2} src - The Vector to calculate the distance to.
     *
     * @return {number} The distance from this Vector to the given Vector.
     */
    distance: function (src)
    {
        var dx = src.x - this.x;
        var dy = src.y - this.y;

        return Math.sqrt(dx * dx + dy * dy);
    },

    /**
     * Calculate the distance between this Vector and the given Vector, squared.
     *
     * @method Phaser.Math.Vector2#distanceSq
     * @since 3.0.0
     *
     * @param {Phaser.Math.Vector2} src - The Vector to calculate the distance to.
     *
     * @return {number} The distance from this Vector to the given Vector, squared.
     */
    distanceSq: function (src)
    {
        var dx = src.x - this.x;
        var dy = src.y - this.y;

        return dx * dx + dy * dy;
    },

    /**
     * Calculate the length (or magnitude) of this Vector.
     *
     * @method Phaser.Math.Vector2#length
     * @since 3.0.0
     *
     * @return {number} The length of this Vector.
     */
    length: function ()
    {
        var x = this.x;
        var y = this.y;

        return Math.sqrt(x * x + y * y);
    },

    /**
     * Calculate the length of this Vector squared.
     *
     * @method Phaser.Math.Vector2#lengthSq
     * @since 3.0.0
     *
     * @return {number} The length of this Vector, squared.
     */
    lengthSq: function ()
    {
        var x = this.x;
        var y = this.y;

        return x * x + y * y;
    },

    /**
     * Normalize this Vector.
     *
     * Makes the vector a unit length vector (magnitude of 1) in the same direction.
     *
     * @method Phaser.Math.Vector2#normalize
     * @since 3.0.0
     *
     * @return {Phaser.Math.Vector2} This Vector2.
     */
    normalize: function ()
    {
        var x = this.x;
        var y = this.y;
        var len = x * x + y * y;

        if (len > 0)
        {
            len = 1 / Math.sqrt(len);

            this.x = x * len;
            this.y = y * len;
        }

        return this;
    },

    /**
     * Right-hand normalize (make unit length) this Vector.
     *
     * @method Phaser.Math.Vector2#normalizeRightHand
     * @since 3.0.0
     *
     * @return {Phaser.Math.Vector2} This Vector2.
     */
    normalizeRightHand: function ()
    {
        var x = this.x;

        this.x = this.y * -1;
        this.y = x;

        return this;
    },

    /**
     * Calculate the dot product of this Vector and the given Vector.
     *
     * @method Phaser.Math.Vector2#dot
     * @since 3.0.0
     *
     * @param {Phaser.Math.Vector2} src - The Vector2 to dot product with this Vector2.
     *
     * @return {number} The dot product of this Vector and the given Vector.
     */
    dot: function (src)
    {
        return this.x * src.x + this.y * src.y;
    },

    /**
     * Calculate the cross product of this Vector and the given Vector.
     *
     * @method Phaser.Math.Vector2#cross
     * @since 3.0.0
     *
     * @param {Phaser.Math.Vector2} src - The Vector2 to cross with this Vector2.
     *
     * @return {number} The cross product of this Vector and the given Vector.
     */
    cross: function (src)
    {
        return this.x * src.y - this.y * src.x;
    },

    /**
     * Linearly interpolate between this Vector and the given Vector.
     *
     * Interpolates this Vector towards the given Vector.
     *
     * @method Phaser.Math.Vector2#lerp
     * @since 3.0.0
     *
     * @param {Phaser.Math.Vector2} src - The Vector2 to interpolate towards.
     * @param {number} [t=0] - The interpolation percentage, between 0 and 1.
     *
     * @return {Phaser.Math.Vector2} This Vector2.
     */
    lerp: function (src, t)
    {
        if (t === undefined) { t = 0; }

        var ax = this.x;
        var ay = this.y;

        this.x = ax + t * (src.x - ax);
        this.y = ay + t * (src.y - ay);

        return this;
    },

    /**
     * Transform this Vector with the given Matrix.
     *
     * @method Phaser.Math.Vector2#transformMat3
     * @since 3.0.0
     *
     * @param {Phaser.Math.Matrix3} mat - The Matrix3 to transform this Vector2 with.
     *
     * @return {Phaser.Math.Vector2} This Vector2.
     */
    transformMat3: function (mat)
    {
        var x = this.x;
        var y = this.y;
        var m = mat.val;

        this.x = m[0] * x + m[3] * y + m[6];
        this.y = m[1] * x + m[4] * y + m[7];

        return this;
    },

    /**
     * Transform this Vector with the given Matrix.
     *
     * @method Phaser.Math.Vector2#transformMat4
     * @since 3.0.0
     *
     * @param {Phaser.Math.Matrix4} mat - The Matrix4 to transform this Vector2 with.
     *
     * @return {Phaser.Math.Vector2} This Vector2.
     */
    transformMat4: function (mat)
    {
        var x = this.x;
        var y = this.y;
        var m = mat.val;

        this.x = m[0] * x + m[4] * y + m[12];
        this.y = m[1] * x + m[5] * y + m[13];

        return this;
    },

    /**
     * Make this Vector the zero vector (0, 0).
     *
     * @method Phaser.Math.Vector2#reset
     * @since 3.0.0
     *
     * @return {Phaser.Math.Vector2} This Vector2.
     */
    reset: function ()
    {
        this.x = 0;
        this.y = 0;

        return this;
    }

});

/**
 * A static zero Vector2 for use by reference.
 * 
 * This constant is meant for comparison operations and should not be modified directly.
 *
 * @constant
 * @name Phaser.Math.Vector2.ZERO
 * @type {Phaser.Math.Vector2}
 * @since 3.1.0
 */
Vector2.ZERO = new Vector2();

/**
 * A static right Vector2 for use by reference.
 * 
 * This constant is meant for comparison operations and should not be modified directly.
 *
 * @constant
 * @name Phaser.Math.Vector2.RIGHT
 * @type {Phaser.Math.Vector2}
 * @since 3.16.0
 */
Vector2.RIGHT = new Vector2(1, 0);

/**
 * A static left Vector2 for use by reference.
 * 
 * This constant is meant for comparison operations and should not be modified directly.
 *
 * @constant
 * @name Phaser.Math.Vector2.LEFT
 * @type {Phaser.Math.Vector2}
 * @since 3.16.0
 */
Vector2.LEFT = new Vector2(-1, 0);

/**
 * A static up Vector2 for use by reference.
 * 
 * This constant is meant for comparison operations and should not be modified directly.
 *
 * @constant
 * @name Phaser.Math.Vector2.UP
 * @type {Phaser.Math.Vector2}
 * @since 3.16.0
 */
Vector2.UP = new Vector2(0, -1);

/**
 * A static down Vector2 for use by reference.
 * 
 * This constant is meant for comparison operations and should not be modified directly.
 *
 * @constant
 * @name Phaser.Math.Vector2.DOWN
 * @type {Phaser.Math.Vector2}
 * @since 3.16.0
 */
Vector2.DOWN = new Vector2(0, 1);

/**
 * A static one Vector2 for use by reference.
 * 
 * This constant is meant for comparison operations and should not be modified directly.
 *
 * @constant
 * @name Phaser.Math.Vector2.ONE
 * @type {Phaser.Math.Vector2}
 * @since 3.16.0
 */
Vector2.ONE = new Vector2(1, 1);

module.exports = Vector2;


/***/ }),
/* 6 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

var FILE_CONST = {

    /**
     * The Loader is idle.
     * 
     * @name Phaser.Loader.LOADER_IDLE
     * @type {integer}
     * @since 3.0.0
     */
    LOADER_IDLE: 0,

    /**
     * The Loader is actively loading.
     * 
     * @name Phaser.Loader.LOADER_LOADING
     * @type {integer}
     * @since 3.0.0
     */
    LOADER_LOADING: 1,

    /**
     * The Loader is processing files is has loaded.
     * 
     * @name Phaser.Loader.LOADER_PROCESSING
     * @type {integer}
     * @since 3.0.0
     */
    LOADER_PROCESSING: 2,

    /**
     * The Loader has completed loading and processing.
     * 
     * @name Phaser.Loader.LOADER_COMPLETE
     * @type {integer}
     * @since 3.0.0
     */
    LOADER_COMPLETE: 3,

    /**
     * The Loader is shutting down.
     * 
     * @name Phaser.Loader.LOADER_SHUTDOWN
     * @type {integer}
     * @since 3.0.0
     */
    LOADER_SHUTDOWN: 4,

    /**
     * The Loader has been destroyed.
     * 
     * @name Phaser.Loader.LOADER_DESTROYED
     * @type {integer}
     * @since 3.0.0
     */
    LOADER_DESTROYED: 5,

    /**
     * File is in the load queue but not yet started
     * 
     * @name Phaser.Loader.FILE_PENDING
     * @type {integer}
     * @since 3.0.0
     */
    FILE_PENDING: 10,

    /**
     * File has been started to load by the loader (onLoad called)
     * 
     * @name Phaser.Loader.FILE_LOADING
     * @type {integer}
     * @since 3.0.0
     */
    FILE_LOADING: 11,

    /**
     * File has loaded successfully, awaiting processing    
     * 
     * @name Phaser.Loader.FILE_LOADED
     * @type {integer}
     * @since 3.0.0
     */
    FILE_LOADED: 12,

    /**
     * File failed to load
     * 
     * @name Phaser.Loader.FILE_FAILED
     * @type {integer}
     * @since 3.0.0
     */
    FILE_FAILED: 13,

    /**
     * File is being processed (onProcess callback)
     * 
     * @name Phaser.Loader.FILE_PROCESSING
     * @type {integer}
     * @since 3.0.0
     */
    FILE_PROCESSING: 14,

    /**
     * The File has errored somehow during processing.
     * 
     * @name Phaser.Loader.FILE_ERRORED
     * @type {integer}
     * @since 3.0.0
     */
    FILE_ERRORED: 16,

    /**
     * File has finished processing.
     * 
     * @name Phaser.Loader.FILE_COMPLETE
     * @type {integer}
     * @since 3.0.0
     */
    FILE_COMPLETE: 17,

    /**
     * File has been destroyed
     * 
     * @name Phaser.Loader.FILE_DESTROYED
     * @type {integer}
     * @since 3.0.0
     */
    FILE_DESTROYED: 18,

    /**
     * File was populated from local data and doesn't need an HTTP request
     * 
     * @name Phaser.Loader.FILE_POPULATED
     * @type {integer}
     * @since 3.0.0
     */
    FILE_POPULATED: 19

};

module.exports = FILE_CONST;


/***/ }),
/* 7 */
/***/ (function(module, exports, __webpack_require__) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

var CONST = __webpack_require__(1);

/**
 * Takes an angle in Phasers default clockwise format and converts it so that
 * 0 is North, 90 is West, 180 is South and 270 is East,
 * therefore running counter-clockwise instead of clockwise.
 * 
 * You can pass in the angle from a Game Object using:
 * 
 * ```javascript
 * var converted = CounterClockwise(gameobject.rotation);
 * ```
 * 
 * All values for this function are in radians.
 *
 * @function Phaser.Math.Angle.CounterClockwise
 * @since 3.16.0
 *
 * @param {number} angle - The angle to convert, in radians.
 *
 * @return {number} The converted angle, in radians.
 */
var CounterClockwise = function (angle)
{
    if (angle > Math.PI)
    {
        angle -= CONST.PI2;
    }

    return Math.abs((((angle + CONST.TAU) % CONST.PI2) - CONST.PI2) % CONST.PI2);
};

module.exports = CounterClockwise;


/***/ }),
/* 8 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * Force a value within the boundaries by clamping it to the range `min`, `max`.
 *
 * @function Phaser.Math.Clamp
 * @since 3.0.0
 *
 * @param {number} value - The value to be clamped.
 * @param {number} min - The minimum bounds.
 * @param {number} max - The maximum bounds.
 *
 * @return {number} The clamped value.
 */
var Clamp = function (value, min, max)
{
    return Math.max(min, Math.min(max, value));
};

module.exports = Clamp;


/***/ }),
/* 9 */
/***/ (function(module, exports, __webpack_require__) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

var CONST = __webpack_require__(1);

/**
 * Convert the given angle in radians, to the equivalent angle in degrees.
 *
 * @function Phaser.Math.RadToDeg
 * @since 3.0.0
 *
 * @param {number} radians - The angle in radians to convert ot degrees.
 *
 * @return {integer} The given angle converted to degrees.
 */
var RadToDeg = function (radians)
{
    return radians * CONST.RAD_TO_DEG;
};

module.exports = RadToDeg;


/***/ }),
/* 10 */
/***/ (function(module, exports, __webpack_require__) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

//  Adapted from [gl-matrix](https://github.com/toji/gl-matrix) by toji
//  and [vecmath](https://github.com/mattdesl/vecmath) by mattdesl

var Class = __webpack_require__(0);

/**
 * @classdesc
 * A representation of a vector in 3D space.
 *
 * A three-component vector.
 *
 * @class Vector3
 * @memberof Phaser.Math
 * @constructor
 * @since 3.0.0
 *
 * @param {number} [x] - The x component.
 * @param {number} [y] - The y component.
 * @param {number} [z] - The z component.
 */
var Vector3 = new Class({

    initialize:

    function Vector3 (x, y, z)
    {
        /**
         * The x component of this Vector.
         *
         * @name Phaser.Math.Vector3#x
         * @type {number}
         * @default 0
         * @since 3.0.0
         */
        this.x = 0;

        /**
         * The y component of this Vector.
         *
         * @name Phaser.Math.Vector3#y
         * @type {number}
         * @default 0
         * @since 3.0.0
         */
        this.y = 0;

        /**
         * The z component of this Vector.
         *
         * @name Phaser.Math.Vector3#z
         * @type {number}
         * @default 0
         * @since 3.0.0
         */
        this.z = 0;

        if (typeof x === 'object')
        {
            this.x = x.x || 0;
            this.y = x.y || 0;
            this.z = x.z || 0;
        }
        else
        {
            this.x = x || 0;
            this.y = y || 0;
            this.z = z || 0;
        }
    },

    /**
     * Set this Vector to point up.
     *
     * Sets the y component of the vector to 1, and the others to 0.
     *
     * @method Phaser.Math.Vector3#up
     * @since 3.0.0
     *
     * @return {Phaser.Math.Vector3} This Vector3.
     */
    up: function ()
    {
        this.x = 0;
        this.y = 1;
        this.z = 0;

        return this;
    },

    /**
     * Make a clone of this Vector3.
     *
     * @method Phaser.Math.Vector3#clone
     * @since 3.0.0
     *
     * @return {Phaser.Math.Vector3} A new Vector3 object containing this Vectors values.
     */
    clone: function ()
    {
        return new Vector3(this.x, this.y, this.z);
    },

    /**
     * Calculate the cross (vector) product of two given Vectors.
     *
     * @method Phaser.Math.Vector3#crossVectors
     * @since 3.0.0
     *
     * @param {Phaser.Math.Vector3} a - The first Vector to multiply.
     * @param {Phaser.Math.Vector3} b - The second Vector to multiply.
     *
     * @return {Phaser.Math.Vector3} This Vector3.
     */
    crossVectors: function (a, b)
    {
        var ax = a.x;
        var ay = a.y;
        var az = a.z;
        var bx = b.x;
        var by = b.y;
        var bz = b.z;

        this.x = ay * bz - az * by;
        this.y = az * bx - ax * bz;
        this.z = ax * by - ay * bx;

        return this;
    },

    /**
     * Check whether this Vector is equal to a given Vector.
     *
     * Performs a strict equality check against each Vector's components.
     *
     * @method Phaser.Math.Vector3#equals
     * @since 3.0.0
     *
     * @param {Phaser.Math.Vector3} v - The Vector3 to compare against.
     *
     * @return {boolean} True if the two vectors strictly match, otherwise false.
     */
    equals: function (v)
    {
        return ((this.x === v.x) && (this.y === v.y) && (this.z === v.z));
    },

    /**
     * Copy the components of a given Vector into this Vector.
     *
     * @method Phaser.Math.Vector3#copy
     * @since 3.0.0
     *
     * @param {(Phaser.Math.Vector2|Phaser.Math.Vector3)} src - The Vector to copy the components from.
     *
     * @return {Phaser.Math.Vector3} This Vector3.
     */
    copy: function (src)
    {
        this.x = src.x;
        this.y = src.y;
        this.z = src.z || 0;

        return this;
    },

    /**
     * Set the `x`, `y`, and `z` components of this Vector to the given `x`, `y`, and `z` values.
     *
     * @method Phaser.Math.Vector3#set
     * @since 3.0.0
     *
     * @param {(number|object)} x - The x value to set for this Vector, or an object containing x, y and z components.
     * @param {number} [y] - The y value to set for this Vector.
     * @param {number} [z] - The z value to set for this Vector.
     *
     * @return {Phaser.Math.Vector3} This Vector3.
     */
    set: function (x, y, z)
    {
        if (typeof x === 'object')
        {
            this.x = x.x || 0;
            this.y = x.y || 0;
            this.z = x.z || 0;
        }
        else
        {
            this.x = x || 0;
            this.y = y || 0;
            this.z = z || 0;
        }

        return this;
    },

    /**
     * Add a given Vector to this Vector. Addition is component-wise.
     *
     * @method Phaser.Math.Vector3#add
     * @since 3.0.0
     *
     * @param {(Phaser.Math.Vector2|Phaser.Math.Vector3)} v - The Vector to add to this Vector.
     *
     * @return {Phaser.Math.Vector3} This Vector3.
     */
    add: function (v)
    {
        this.x += v.x;
        this.y += v.y;
        this.z += v.z || 0;

        return this;
    },

    /**
     * Subtract the given Vector from this Vector. Subtraction is component-wise.
     *
     * @method Phaser.Math.Vector3#subtract
     * @since 3.0.0
     *
     * @param {(Phaser.Math.Vector2|Phaser.Math.Vector3)} v - The Vector to subtract from this Vector.
     *
     * @return {Phaser.Math.Vector3} This Vector3.
     */
    subtract: function (v)
    {
        this.x -= v.x;
        this.y -= v.y;
        this.z -= v.z || 0;

        return this;
    },

    /**
     * Perform a component-wise multiplication between this Vector and the given Vector.
     *
     * Multiplies this Vector by the given Vector.
     *
     * @method Phaser.Math.Vector3#multiply
     * @since 3.0.0
     *
     * @param {(Phaser.Math.Vector2|Phaser.Math.Vector3)} v - The Vector to multiply this Vector by.
     *
     * @return {Phaser.Math.Vector3} This Vector3.
     */
    multiply: function (v)
    {
        this.x *= v.x;
        this.y *= v.y;
        this.z *= v.z || 1;

        return this;
    },

    /**
     * Scale this Vector by the given value.
     *
     * @method Phaser.Math.Vector3#scale
     * @since 3.0.0
     *
     * @param {number} scale - The value to scale this Vector by.
     *
     * @return {Phaser.Math.Vector3} This Vector3.
     */
    scale: function (scale)
    {
        if (isFinite(scale))
        {
            this.x *= scale;
            this.y *= scale;
            this.z *= scale;
        }
        else
        {
            this.x = 0;
            this.y = 0;
            this.z = 0;
        }

        return this;
    },

    /**
     * Perform a component-wise division between this Vector and the given Vector.
     *
     * Divides this Vector by the given Vector.
     *
     * @method Phaser.Math.Vector3#divide
     * @since 3.0.0
     *
     * @param {(Phaser.Math.Vector2|Phaser.Math.Vector3)} v - The Vector to divide this Vector by.
     *
     * @return {Phaser.Math.Vector3} This Vector3.
     */
    divide: function (v)
    {
        this.x /= v.x;
        this.y /= v.y;
        this.z /= v.z || 1;

        return this;
    },

    /**
     * Negate the `x`, `y` and `z` components of this Vector.
     *
     * @method Phaser.Math.Vector3#negate
     * @since 3.0.0
     *
     * @return {Phaser.Math.Vector3} This Vector3.
     */
    negate: function ()
    {
        this.x = -this.x;
        this.y = -this.y;
        this.z = -this.z;

        return this;
    },

    /**
     * Calculate the distance between this Vector and the given Vector.
     *
     * @method Phaser.Math.Vector3#distance
     * @since 3.0.0
     *
     * @param {(Phaser.Math.Vector2|Phaser.Math.Vector3)} v - The Vector to calculate the distance to.
     *
     * @return {number} The distance from this Vector to the given Vector.
     */
    distance: function (v)
    {
        var dx = v.x - this.x;
        var dy = v.y - this.y;
        var dz = v.z - this.z || 0;

        return Math.sqrt(dx * dx + dy * dy + dz * dz);
    },

    /**
     * Calculate the distance between this Vector and the given Vector, squared.
     *
     * @method Phaser.Math.Vector3#distanceSq
     * @since 3.0.0
     *
     * @param {(Phaser.Math.Vector2|Phaser.Math.Vector3)} v - The Vector to calculate the distance to.
     *
     * @return {number} The distance from this Vector to the given Vector, squared.
     */
    distanceSq: function (v)
    {
        var dx = v.x - this.x;
        var dy = v.y - this.y;
        var dz = v.z - this.z || 0;

        return dx * dx + dy * dy + dz * dz;
    },

    /**
     * Calculate the length (or magnitude) of this Vector.
     *
     * @method Phaser.Math.Vector3#length
     * @since 3.0.0
     *
     * @return {number} The length of this Vector.
     */
    length: function ()
    {
        var x = this.x;
        var y = this.y;
        var z = this.z;

        return Math.sqrt(x * x + y * y + z * z);
    },

    /**
     * Calculate the length of this Vector squared.
     *
     * @method Phaser.Math.Vector3#lengthSq
     * @since 3.0.0
     *
     * @return {number} The length of this Vector, squared.
     */
    lengthSq: function ()
    {
        var x = this.x;
        var y = this.y;
        var z = this.z;

        return x * x + y * y + z * z;
    },

    /**
     * Normalize this Vector.
     *
     * Makes the vector a unit length vector (magnitude of 1) in the same direction.
     *
     * @method Phaser.Math.Vector3#normalize
     * @since 3.0.0
     *
     * @return {Phaser.Math.Vector3} This Vector3.
     */
    normalize: function ()
    {
        var x = this.x;
        var y = this.y;
        var z = this.z;
        var len = x * x + y * y + z * z;

        if (len > 0)
        {
            len = 1 / Math.sqrt(len);

            this.x = x * len;
            this.y = y * len;
            this.z = z * len;
        }

        return this;
    },

    /**
     * Calculate the dot product of this Vector and the given Vector.
     *
     * @method Phaser.Math.Vector3#dot
     * @since 3.0.0
     *
     * @param {Phaser.Math.Vector3} v - The Vector3 to dot product with this Vector3.
     *
     * @return {number} The dot product of this Vector and `v`.
     */
    dot: function (v)
    {
        return this.x * v.x + this.y * v.y + this.z * v.z;
    },

    /**
     * Calculate the cross (vector) product of this Vector (which will be modified) and the given Vector.
     *
     * @method Phaser.Math.Vector3#cross
     * @since 3.0.0
     *
     * @param {Phaser.Math.Vector3} v - The Vector to cross product with.
     *
     * @return {Phaser.Math.Vector3} This Vector3.
     */
    cross: function (v)
    {
        var ax = this.x;
        var ay = this.y;
        var az = this.z;
        var bx = v.x;
        var by = v.y;
        var bz = v.z;

        this.x = ay * bz - az * by;
        this.y = az * bx - ax * bz;
        this.z = ax * by - ay * bx;

        return this;
    },

    /**
     * Linearly interpolate between this Vector and the given Vector.
     *
     * Interpolates this Vector towards the given Vector.
     *
     * @method Phaser.Math.Vector3#lerp
     * @since 3.0.0
     *
     * @param {Phaser.Math.Vector3} v - The Vector3 to interpolate towards.
     * @param {number} [t=0] - The interpolation percentage, between 0 and 1.
     *
     * @return {Phaser.Math.Vector3} This Vector3.
     */
    lerp: function (v, t)
    {
        if (t === undefined) { t = 0; }

        var ax = this.x;
        var ay = this.y;
        var az = this.z;

        this.x = ax + t * (v.x - ax);
        this.y = ay + t * (v.y - ay);
        this.z = az + t * (v.z - az);

        return this;
    },

    /**
     * Transform this Vector with the given Matrix.
     *
     * @method Phaser.Math.Vector3#transformMat3
     * @since 3.0.0
     *
     * @param {Phaser.Math.Matrix3} mat - The Matrix3 to transform this Vector3 with.
     *
     * @return {Phaser.Math.Vector3} This Vector3.
     */
    transformMat3: function (mat)
    {
        var x = this.x;
        var y = this.y;
        var z = this.z;
        var m = mat.val;

        this.x = x * m[0] + y * m[3] + z * m[6];
        this.y = x * m[1] + y * m[4] + z * m[7];
        this.z = x * m[2] + y * m[5] + z * m[8];

        return this;
    },

    /**
     * Transform this Vector with the given Matrix.
     *
     * @method Phaser.Math.Vector3#transformMat4
     * @since 3.0.0
     *
     * @param {Phaser.Math.Matrix4} mat - The Matrix4 to transform this Vector3 with.
     *
     * @return {Phaser.Math.Vector3} This Vector3.
     */
    transformMat4: function (mat)
    {
        var x = this.x;
        var y = this.y;
        var z = this.z;
        var m = mat.val;

        this.x = m[0] * x + m[4] * y + m[8] * z + m[12];
        this.y = m[1] * x + m[5] * y + m[9] * z + m[13];
        this.z = m[2] * x + m[6] * y + m[10] * z + m[14];

        return this;
    },

    /**
     * Transforms the coordinates of this Vector3 with the given Matrix4.
     *
     * @method Phaser.Math.Vector3#transformCoordinates
     * @since 3.0.0
     *
     * @param {Phaser.Math.Matrix4} mat - The Matrix4 to transform this Vector3 with.
     *
     * @return {Phaser.Math.Vector3} This Vector3.
     */
    transformCoordinates: function (mat)
    {
        var x = this.x;
        var y = this.y;
        var z = this.z;
        var m = mat.val;

        var tx = (x * m[0]) + (y * m[4]) + (z * m[8]) + m[12];
        var ty = (x * m[1]) + (y * m[5]) + (z * m[9]) + m[13];
        var tz = (x * m[2]) + (y * m[6]) + (z * m[10]) + m[14];
        var tw = (x * m[3]) + (y * m[7]) + (z * m[11]) + m[15];

        this.x = tx / tw;
        this.y = ty / tw;
        this.z = tz / tw;

        return this;
    },

    /**
     * Transform this Vector with the given Quaternion.
     *
     * @method Phaser.Math.Vector3#transformQuat
     * @since 3.0.0
     *
     * @param {Phaser.Math.Quaternion} q - The Quaternion to transform this Vector with.
     *
     * @return {Phaser.Math.Vector3} This Vector3.
     */
    transformQuat: function (q)
    {
        // benchmarks: http://jsperf.com/quaternion-transform-vec3-implementations
        var x = this.x;
        var y = this.y;
        var z = this.z;
        var qx = q.x;
        var qy = q.y;
        var qz = q.z;
        var qw = q.w;

        // calculate quat * vec
        var ix = qw * x + qy * z - qz * y;
        var iy = qw * y + qz * x - qx * z;
        var iz = qw * z + qx * y - qy * x;
        var iw = -qx * x - qy * y - qz * z;

        // calculate result * inverse quat
        this.x = ix * qw + iw * -qx + iy * -qz - iz * -qy;
        this.y = iy * qw + iw * -qy + iz * -qx - ix * -qz;
        this.z = iz * qw + iw * -qz + ix * -qy - iy * -qx;

        return this;
    },

    /**
     * Multiplies this Vector3 by the specified matrix, applying a W divide. This is useful for projection,
     * e.g. unprojecting a 2D point into 3D space.
     *
     * @method Phaser.Math.Vector3#project
     * @since 3.0.0
     *
     * @param {Phaser.Math.Matrix4} mat - The Matrix4 to multiply this Vector3 with.
     *
     * @return {Phaser.Math.Vector3} This Vector3.
     */
    project: function (mat)
    {
        var x = this.x;
        var y = this.y;
        var z = this.z;
        var m = mat.val;

        var a00 = m[0];
        var a01 = m[1];
        var a02 = m[2];
        var a03 = m[3];
        var a10 = m[4];
        var a11 = m[5];
        var a12 = m[6];
        var a13 = m[7];
        var a20 = m[8];
        var a21 = m[9];
        var a22 = m[10];
        var a23 = m[11];
        var a30 = m[12];
        var a31 = m[13];
        var a32 = m[14];
        var a33 = m[15];

        var lw = 1 / (x * a03 + y * a13 + z * a23 + a33);

        this.x = (x * a00 + y * a10 + z * a20 + a30) * lw;
        this.y = (x * a01 + y * a11 + z * a21 + a31) * lw;
        this.z = (x * a02 + y * a12 + z * a22 + a32) * lw;

        return this;
    },

    /**
     * Unproject this point from 2D space to 3D space.
     * The point should have its x and y properties set to
     * 2D screen space, and the z either at 0 (near plane)
     * or 1 (far plane). The provided matrix is assumed to already
     * be combined, i.e. projection * view * model.
     *
     * After this operation, this vector's (x, y, z) components will
     * represent the unprojected 3D coordinate.
     *
     * @method Phaser.Math.Vector3#unproject
     * @since 3.0.0
     *
     * @param {Phaser.Math.Vector4} viewport - Screen x, y, width and height in pixels.
     * @param {Phaser.Math.Matrix4} invProjectionView - Combined projection and view matrix.
     *
     * @return {Phaser.Math.Vector3} This Vector3.
     */
    unproject: function (viewport, invProjectionView)
    {
        var viewX = viewport.x;
        var viewY = viewport.y;
        var viewWidth = viewport.z;
        var viewHeight = viewport.w;

        var x = this.x - viewX;
        var y = (viewHeight - this.y - 1) - viewY;
        var z = this.z;

        this.x = (2 * x) / viewWidth - 1;
        this.y = (2 * y) / viewHeight - 1;
        this.z = 2 * z - 1;

        return this.project(invProjectionView);
    },

    /**
     * Make this Vector the zero vector (0, 0, 0).
     *
     * @method Phaser.Math.Vector3#reset
     * @since 3.0.0
     *
     * @return {Phaser.Math.Vector3} This Vector3.
     */
    reset: function ()
    {
        this.x = 0;
        this.y = 0;
        this.z = 0;

        return this;
    }

});

/**
 * A static zero Vector3 for use by reference.
 * 
 * This constant is meant for comparison operations and should not be modified directly.
 *
 * @constant
 * @name Phaser.Math.Vector3.ZERO
 * @type {Phaser.Math.Vector3}
 * @since 3.16.0
 */
Vector3.ZERO = new Vector3();

/**
 * A static right Vector3 for use by reference.
 * 
 * This constant is meant for comparison operations and should not be modified directly.
 *
 * @constant
 * @name Phaser.Math.Vector3.RIGHT
 * @type {Phaser.Math.Vector3}
 * @since 3.16.0
 */
Vector3.RIGHT = new Vector3(1, 0, 0);

/**
 * A static left Vector3 for use by reference.
 * 
 * This constant is meant for comparison operations and should not be modified directly.
 *
 * @constant
 * @name Phaser.Math.Vector3.LEFT
 * @type {Phaser.Math.Vector3}
 * @since 3.16.0
 */
Vector3.LEFT = new Vector3(-1, 0, 0);

/**
 * A static up Vector3 for use by reference.
 * 
 * This constant is meant for comparison operations and should not be modified directly.
 *
 * @constant
 * @name Phaser.Math.Vector3.UP
 * @type {Phaser.Math.Vector3}
 * @since 3.16.0
 */
Vector3.UP = new Vector3(0, -1, 0);

/**
 * A static down Vector3 for use by reference.
 * 
 * This constant is meant for comparison operations and should not be modified directly.
 *
 * @constant
 * @name Phaser.Math.Vector3.DOWN
 * @type {Phaser.Math.Vector3}
 * @since 3.16.0
 */
Vector3.DOWN = new Vector3(0, 1, 0);

/**
 * A static forward Vector3 for use by reference.
 * 
 * This constant is meant for comparison operations and should not be modified directly.
 *
 * @constant
 * @name Phaser.Math.Vector3.FORWARD
 * @type {Phaser.Math.Vector3}
 * @since 3.16.0
 */
Vector3.FORWARD = new Vector3(0, 0, 1);

/**
 * A static back Vector3 for use by reference.
 * 
 * This constant is meant for comparison operations and should not be modified directly.
 *
 * @constant
 * @name Phaser.Math.Vector3.BACK
 * @type {Phaser.Math.Vector3}
 * @since 3.16.0
 */
Vector3.BACK = new Vector3(0, 0, -1);

/**
 * A static one Vector3 for use by reference.
 * 
 * This constant is meant for comparison operations and should not be modified directly.
 *
 * @constant
 * @name Phaser.Math.Vector3.ONE
 * @type {Phaser.Math.Vector3}
 * @since 3.16.0
 */
Vector3.ONE = new Vector3(1, 1, 1);

module.exports = Vector3;


/***/ }),
/* 11 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

//  Source object
//  The key as a string, or an array of keys, i.e. 'banner', or 'banner.hideBanner'
//  The default value to use if the key doesn't exist

/**
 * Retrieves a value from an object.
 *
 * @function Phaser.Utils.Objects.GetValue
 * @since 3.0.0
 *
 * @param {object} source - The object to retrieve the value from.
 * @param {string} key - The name of the property to retrieve from the object. If a property is nested, the names of its preceding properties should be separated by a dot (`.`) - `banner.hideBanner` would return the value of the `hideBanner` property from the object stored in the `banner` property of the `source` object.
 * @param {*} defaultValue - The value to return if the `key` isn't found in the `source` object.
 *
 * @return {*} The value of the requested key.
 */
var GetValue = function (source, key, defaultValue)
{
    if (!source || typeof source === 'number')
    {
        return defaultValue;
    }
    else if (source.hasOwnProperty(key))
    {
        return source[key];
    }
    else if (key.indexOf('.') !== -1)
    {
        var keys = key.split('.');
        var parent = source;
        var value = defaultValue;

        //  Use for loop here so we can break early
        for (var i = 0; i < keys.length; i++)
        {
            if (parent.hasOwnProperty(keys[i]))
            {
                //  Yes it has a key property, let's carry on down
                value = parent[keys[i]];

                parent = parent[keys[i]];
            }
            else
            {
                //  Can't go any further, so reset to default
                value = defaultValue;
                break;
            }
        }

        return value;
    }
    else
    {
        return defaultValue;
    }
};

module.exports = GetValue;


/***/ }),
/* 12 */
/***/ (function(module, exports, __webpack_require__) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

var Class = __webpack_require__(0);
var CONST = __webpack_require__(6);
var Events = __webpack_require__(169);
var GetFastValue = __webpack_require__(3);
var GetURL = __webpack_require__(180);
var MergeXHRSettings = __webpack_require__(29);
var XHRLoader = __webpack_require__(181);
var XHRSettings = __webpack_require__(30);

/**
 * @classdesc
 * The base File class used by all File Types that the Loader can support.
 * You shouldn't create an instance of a File directly, but should extend it with your own class, setting a custom type and processing methods.
 *
 * @class File
 * @memberof Phaser.Loader
 * @constructor
 * @since 3.0.0
 *
 * @param {Phaser.Loader.LoaderPlugin} loader - The Loader that is going to load this File.
 * @param {Phaser.Types.Loader.FileConfig} fileConfig - The file configuration object, as created by the file type.
 */
var File = new Class({

    initialize:

    function File (loader, fileConfig)
    {
        /**
         * A reference to the Loader that is going to load this file.
         *
         * @name Phaser.Loader.File#loader
         * @type {Phaser.Loader.LoaderPlugin}
         * @since 3.0.0
         */
        this.loader = loader;

        /**
         * A reference to the Cache, or Texture Manager, that is going to store this file if it loads.
         *
         * @name Phaser.Loader.File#cache
         * @type {(Phaser.Cache.BaseCache|Phaser.Textures.TextureManager)}
         * @since 3.7.0
         */
        this.cache = GetFastValue(fileConfig, 'cache', false);

        /**
         * The file type string (image, json, etc) for sorting within the Loader.
         *
         * @name Phaser.Loader.File#type
         * @type {string}
         * @since 3.0.0
         */
        this.type = GetFastValue(fileConfig, 'type', false);

        /**
         * Unique cache key (unique within its file type)
         *
         * @name Phaser.Loader.File#key
         * @type {string}
         * @since 3.0.0
         */
        this.key = GetFastValue(fileConfig, 'key', false);

        var loadKey = this.key;

        if (loader.prefix && loader.prefix !== '')
        {
            this.key = loader.prefix + loadKey;
        }

        if (!this.type || !this.key)
        {
            throw new Error('Error calling \'Loader.' + this.type + '\' invalid key provided.');
        }

        /**
         * The URL of the file, not including baseURL.
         * Automatically has Loader.path prepended to it.
         *
         * @name Phaser.Loader.File#url
         * @type {string}
         * @since 3.0.0
         */
        this.url = GetFastValue(fileConfig, 'url');

        if (this.url === undefined)
        {
            this.url = loader.path + loadKey + '.' + GetFastValue(fileConfig, 'extension', '');
        }
        else if (typeof(this.url) !== 'function')
        {
            this.url = loader.path + this.url;
        }

        /**
         * The final URL this file will load from, including baseURL and path.
         * Set automatically when the Loader calls 'load' on this file.
         *
         * @name Phaser.Loader.File#src
         * @type {string}
         * @since 3.0.0
         */
        this.src = '';

        /**
         * The merged XHRSettings for this file.
         *
         * @name Phaser.Loader.File#xhrSettings
         * @type {Phaser.Types.Loader.XHRSettingsObject}
         * @since 3.0.0
         */
        this.xhrSettings = XHRSettings(GetFastValue(fileConfig, 'responseType', undefined));

        if (GetFastValue(fileConfig, 'xhrSettings', false))
        {
            this.xhrSettings = MergeXHRSettings(this.xhrSettings, GetFastValue(fileConfig, 'xhrSettings', {}));
        }

        /**
         * The XMLHttpRequest instance (as created by XHR Loader) that is loading this File.
         *
         * @name Phaser.Loader.File#xhrLoader
         * @type {?XMLHttpRequest}
         * @since 3.0.0
         */
        this.xhrLoader = null;

        /**
         * The current state of the file. One of the FILE_CONST values.
         *
         * @name Phaser.Loader.File#state
         * @type {integer}
         * @since 3.0.0
         */
        this.state = (typeof(this.url) === 'function') ? CONST.FILE_POPULATED : CONST.FILE_PENDING;

        /**
         * The total size of this file.
         * Set by onProgress and only if loading via XHR.
         *
         * @name Phaser.Loader.File#bytesTotal
         * @type {number}
         * @default 0
         * @since 3.0.0
         */
        this.bytesTotal = 0;

        /**
         * Updated as the file loads.
         * Only set if loading via XHR.
         *
         * @name Phaser.Loader.File#bytesLoaded
         * @type {number}
         * @default -1
         * @since 3.0.0
         */
        this.bytesLoaded = -1;

        /**
         * A percentage value between 0 and 1 indicating how much of this file has loaded.
         * Only set if loading via XHR.
         *
         * @name Phaser.Loader.File#percentComplete
         * @type {number}
         * @default -1
         * @since 3.0.0
         */
        this.percentComplete = -1;

        /**
         * For CORs based loading.
         * If this is undefined then the File will check BaseLoader.crossOrigin and use that (if set)
         *
         * @name Phaser.Loader.File#crossOrigin
         * @type {(string|undefined)}
         * @since 3.0.0
         */
        this.crossOrigin = undefined;

        /**
         * The processed file data, stored here after the file has loaded.
         *
         * @name Phaser.Loader.File#data
         * @type {*}
         * @since 3.0.0
         */
        this.data = undefined;

        /**
         * A config object that can be used by file types to store transitional data.
         *
         * @name Phaser.Loader.File#config
         * @type {*}
         * @since 3.0.0
         */
        this.config = GetFastValue(fileConfig, 'config', {});

        /**
         * If this is a multipart file, i.e. an atlas and its json together, then this is a reference
         * to the parent MultiFile. Set and used internally by the Loader or specific file types.
         *
         * @name Phaser.Loader.File#multiFile
         * @type {?Phaser.Loader.MultiFile}
         * @since 3.7.0
         */
        this.multiFile;

        /**
         * Does this file have an associated linked file? Such as an image and a normal map.
         * Atlases and Bitmap Fonts use the multiFile, because those files need loading together but aren't
         * actually bound by data, where-as a linkFile is.
         *
         * @name Phaser.Loader.File#linkFile
         * @type {?Phaser.Loader.File}
         * @since 3.7.0
         */
        this.linkFile;
    },

    /**
     * Links this File with another, so they depend upon each other for loading and processing.
     *
     * @method Phaser.Loader.File#setLink
     * @since 3.7.0
     *
     * @param {Phaser.Loader.File} fileB - The file to link to this one.
     */
    setLink: function (fileB)
    {
        this.linkFile = fileB;

        fileB.linkFile = this;
    },

    /**
     * Resets the XHRLoader instance this file is using.
     *
     * @method Phaser.Loader.File#resetXHR
     * @since 3.0.0
     */
    resetXHR: function ()
    {
        if (this.xhrLoader)
        {
            this.xhrLoader.onload = undefined;
            this.xhrLoader.onerror = undefined;
            this.xhrLoader.onprogress = undefined;
        }
    },

    /**
     * Called by the Loader, starts the actual file downloading.
     * During the load the methods onLoad, onError and onProgress are called, based on the XHR events.
     * You shouldn't normally call this method directly, it's meant to be invoked by the Loader.
     *
     * @method Phaser.Loader.File#load
     * @since 3.0.0
     */
    load: function ()
    {
        if (this.state === CONST.FILE_POPULATED)
        {
            //  Can happen for example in a JSONFile if they've provided a JSON object instead of a URL
            this.loader.nextFile(this, true);
        }
        else
        {
            this.src = GetURL(this, this.loader.baseURL);

            if (this.src.indexOf('data:') === 0)
            {
                console.warn('Local data URIs are not supported: ' + this.key);
            }
            else
            {
                //  The creation of this XHRLoader starts the load process going.
                //  It will automatically call the following, based on the load outcome:
                //  
                // xhr.onload = this.onLoad
                // xhr.onerror = this.onError
                // xhr.onprogress = this.onProgress

                this.xhrLoader = XHRLoader(this, this.loader.xhr);
            }
        }
    },

    /**
     * Called when the file finishes loading, is sent a DOM ProgressEvent.
     *
     * @method Phaser.Loader.File#onLoad
     * @since 3.0.0
     *
     * @param {XMLHttpRequest} xhr - The XMLHttpRequest that caused this onload event.
     * @param {ProgressEvent} event - The DOM ProgressEvent that resulted from this load.
     */
    onLoad: function (xhr, event)
    {
        var localFileOk = ((xhr.responseURL && xhr.responseURL.indexOf('file://') === 0 && event.target.status === 0));

        var success = !(event.target && event.target.status !== 200) || localFileOk;

        //  Handle HTTP status codes of 4xx and 5xx as errors, even if xhr.onerror was not called.
        if (xhr.readyState === 4 && xhr.status >= 400 && xhr.status <= 599)
        {
            success = false;
        }

        this.resetXHR();

        this.loader.nextFile(this, success);
    },

    /**
     * Called if the file errors while loading, is sent a DOM ProgressEvent.
     *
     * @method Phaser.Loader.File#onError
     * @since 3.0.0
     *
     * @param {XMLHttpRequest} xhr - The XMLHttpRequest that caused this onload event.
     * @param {ProgressEvent} event - The DOM ProgressEvent that resulted from this error.
     */
    onError: function ()
    {
        this.resetXHR();

        this.loader.nextFile(this, false);
    },

    /**
     * Called during the file load progress. Is sent a DOM ProgressEvent.
     *
     * @method Phaser.Loader.File#onProgress
     * @fires Phaser.Loader.Events#FILE_PROGRESS
     * @since 3.0.0
     *
     * @param {ProgressEvent} event - The DOM ProgressEvent.
     */
    onProgress: function (event)
    {
        if (event.lengthComputable)
        {
            this.bytesLoaded = event.loaded;
            this.bytesTotal = event.total;

            this.percentComplete = Math.min((this.bytesLoaded / this.bytesTotal), 1);

            this.loader.emit(Events.FILE_PROGRESS, this, this.percentComplete);
        }
    },

    /**
     * Usually overridden by the FileTypes and is called by Loader.nextFile.
     * This method controls what extra work this File does with its loaded data, for example a JSON file will parse itself during this stage.
     *
     * @method Phaser.Loader.File#onProcess
     * @since 3.0.0
     */
    onProcess: function ()
    {
        this.state = CONST.FILE_PROCESSING;

        this.onProcessComplete();
    },

    /**
     * Called when the File has completed processing.
     * Checks on the state of its multifile, if set.
     *
     * @method Phaser.Loader.File#onProcessComplete
     * @since 3.7.0
     */
    onProcessComplete: function ()
    {
        this.state = CONST.FILE_COMPLETE;

        if (this.multiFile)
        {
            this.multiFile.onFileComplete(this);
        }

        this.loader.fileProcessComplete(this);
    },

    /**
     * Called when the File has completed processing but it generated an error.
     * Checks on the state of its multifile, if set.
     *
     * @method Phaser.Loader.File#onProcessError
     * @since 3.7.0
     */
    onProcessError: function ()
    {
        this.state = CONST.FILE_ERRORED;

        if (this.multiFile)
        {
            this.multiFile.onFileFailed(this);
        }

        this.loader.fileProcessComplete(this);
    },

    /**
     * Checks if a key matching the one used by this file exists in the target Cache or not.
     * This is called automatically by the LoaderPlugin to decide if the file can be safely
     * loaded or will conflict.
     *
     * @method Phaser.Loader.File#hasCacheConflict
     * @since 3.7.0
     *
     * @return {boolean} `true` if adding this file will cause a conflict, otherwise `false`.
     */
    hasCacheConflict: function ()
    {
        return (this.cache && this.cache.exists(this.key));
    },

    /**
     * Adds this file to its target cache upon successful loading and processing.
     * This method is often overridden by specific file types.
     *
     * @method Phaser.Loader.File#addToCache
     * @since 3.7.0
     */
    addToCache: function ()
    {
        if (this.cache)
        {
            this.cache.add(this.key, this.data);
        }

        this.pendingDestroy();
    },

    /**
     * Called once the file has been added to its cache and is now ready for deletion from the Loader.
     * It will emit a `filecomplete` event from the LoaderPlugin.
     *
     * @method Phaser.Loader.File#pendingDestroy
     * @fires Phaser.Loader.Events#FILE_COMPLETE
     * @fires Phaser.Loader.Events#FILE_KEY_COMPLETE
     * @since 3.7.0
     */
    pendingDestroy: function (data)
    {
        if (data === undefined) { data = this.data; }

        var key = this.key;
        var type = this.type;

        this.loader.emit(Events.FILE_COMPLETE, key, type, data);
        this.loader.emit(Events.FILE_KEY_COMPLETE + type + '-' + key, key, type, data);

        this.loader.flagForRemoval(this);
    },

    /**
     * Destroy this File and any references it holds.
     *
     * @method Phaser.Loader.File#destroy
     * @since 3.7.0
     */
    destroy: function ()
    {
        this.loader = null;
        this.cache = null;
        this.xhrSettings = null;
        this.multiFile = null;
        this.linkFile = null;
        this.data = null;
    }

});

/**
 * Static method for creating object URL using URL API and setting it as image 'src' attribute.
 * If URL API is not supported (usually on old browsers) it falls back to creating Base64 encoded url using FileReader.
 *
 * @method Phaser.Loader.File.createObjectURL
 * @static
 * @since 3.7.0
 * 
 * @param {HTMLImageElement} image - Image object which 'src' attribute should be set to object URL.
 * @param {Blob} blob - A Blob object to create an object URL for.
 * @param {string} defaultType - Default mime type used if blob type is not available.
 */
File.createObjectURL = function (image, blob, defaultType)
{
    if (typeof URL === 'function')
    {
        image.src = URL.createObjectURL(blob);
    }
    else
    {
        var reader = new FileReader();

        reader.onload = function ()
        {
            image.removeAttribute('crossOrigin');
            image.src = 'data:' + (blob.type || defaultType) + ';base64,' + reader.result.split(',')[1];
        };

        reader.onerror = image.onerror;

        reader.readAsDataURL(blob);
    }
};

/**
 * Static method for releasing an existing object URL which was previously created
 * by calling {@link File#createObjectURL} method.
 *
 * @method Phaser.Loader.File.revokeObjectURL
 * @static
 * @since 3.7.0
 * 
 * @param {HTMLImageElement} image - Image object which 'src' attribute should be revoked.
 */
File.revokeObjectURL = function (image)
{
    if (typeof URL === 'function')
    {
        URL.revokeObjectURL(image.src);
    }
};

module.exports = File;


/***/ }),
/* 13 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

var types = {};

/**
 * @namespace Phaser.Loader.FileTypesManager
 */

var FileTypesManager = {

    /**
     * Static method called when a LoaderPlugin is created.
     * 
     * Loops through the local types object and injects all of them as
     * properties into the LoaderPlugin instance.
     *
     * @method Phaser.Loader.FileTypesManager.install
     * @since 3.0.0
     * 
     * @param {Phaser.Loader.LoaderPlugin} loader - The LoaderPlugin to install the types into.
     */
    install: function (loader)
    {
        for (var key in types)
        {
            loader[key] = types[key];
        }
    },

    /**
     * Static method called directly by the File Types.
     * 
     * The key is a reference to the function used to load the files via the Loader, i.e. `image`.
     *
     * @method Phaser.Loader.FileTypesManager.register
     * @since 3.0.0
     * 
     * @param {string} key - The key that will be used as the method name in the LoaderPlugin.
     * @param {function} factoryFunction - The function that will be called when LoaderPlugin.key is invoked.
     */
    register: function (key, factoryFunction)
    {
        types[key] = factoryFunction;
    },

    /**
     * Removed all associated file types.
     *
     * @method Phaser.Loader.FileTypesManager.destroy
     * @since 3.0.0
     */
    destroy: function ()
    {
        types = {};
    }

};

module.exports = FileTypesManager;


/***/ }),
/* 14 */
/***/ (function(module, exports, __webpack_require__) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

var IsPlainObject = __webpack_require__(2);

// @param {boolean} deep - Perform a deep copy?
// @param {object} target - The target object to copy to.
// @return {object} The extended object.

/**
 * This is a slightly modified version of http://api.jquery.com/jQuery.extend/
 *
 * @function Phaser.Utils.Objects.Extend
 * @since 3.0.0
 *
 * @return {object} The extended object.
 */
var Extend = function ()
{
    var options, name, src, copy, copyIsArray, clone,
        target = arguments[0] || {},
        i = 1,
        length = arguments.length,
        deep = false;

    // Handle a deep copy situation
    if (typeof target === 'boolean')
    {
        deep = target;
        target = arguments[1] || {};

        // skip the boolean and the target
        i = 2;
    }

    // extend Phaser if only one argument is passed
    if (length === i)
    {
        target = this;
        --i;
    }

    for (; i < length; i++)
    {
        // Only deal with non-null/undefined values
        if ((options = arguments[i]) != null)
        {
            // Extend the base object
            for (name in options)
            {
                src = target[name];
                copy = options[name];

                // Prevent never-ending loop
                if (target === copy)
                {
                    continue;
                }

                // Recurse if we're merging plain objects or arrays
                if (deep && copy && (IsPlainObject(copy) || (copyIsArray = Array.isArray(copy))))
                {
                    if (copyIsArray)
                    {
                        copyIsArray = false;
                        clone = src && Array.isArray(src) ? src : [];
                    }
                    else
                    {
                        clone = src && IsPlainObject(src) ? src : {};
                    }

                    // Never move original objects, clone them
                    target[name] = Extend(deep, clone, copy);

                // Don't bring in undefined values
                }
                else if (copy !== undefined)
                {
                    target[name] = copy;
                }
            }
        }
    }

    // Return the modified object
    return target;
};

module.exports = Extend;


/***/ }),
/* 15 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * Find the angle of a segment from (x1, y1) -> (x2, y2).
 *
 * @function Phaser.Math.Angle.Between
 * @since 3.0.0
 *
 * @param {number} x1 - The x coordinate of the first point.
 * @param {number} y1 - The y coordinate of the first point.
 * @param {number} x2 - The x coordinate of the second point.
 * @param {number} y2 - The y coordinate of the second point.
 *
 * @return {number} The angle in radians.
 */
var Between = function (x1, y1, x2, y2)
{
    return Math.atan2(y2 - y1, x2 - x1);
};

module.exports = Between;


/***/ }),
/* 16 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * Normalize an angle to the [0, 2pi] range.
 *
 * @function Phaser.Math.Angle.Normalize
 * @since 3.0.0
 *
 * @param {number} angle - The angle to normalize, in radians.
 *
 * @return {number} The normalized angle, in radians.
 */
var Normalize = function (angle)
{
    angle = angle % (2 * Math.PI);

    if (angle >= 0)
    {
        return angle;
    }
    else
    {
        return angle + 2 * Math.PI;
    }
};

module.exports = Normalize;


/***/ }),
/* 17 */
/***/ (function(module, exports, __webpack_require__) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

var MathWrap = __webpack_require__(4);

/**
 * Wrap an angle.
 *
 * Wraps the angle to a value in the range of -PI to PI.
 *
 * @function Phaser.Math.Angle.Wrap
 * @since 3.0.0
 *
 * @param {number} angle - The angle to wrap, in radians.
 *
 * @return {number} The wrapped angle, in radians.
 */
var Wrap = function (angle)
{
    return MathWrap(angle, -Math.PI, Math.PI);
};

module.exports = Wrap;


/***/ }),
/* 18 */
/***/ (function(module, exports, __webpack_require__) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

var Wrap = __webpack_require__(4);

/**
 * Wrap an angle in degrees.
 *
 * Wraps the angle to a value in the range of -180 to 180.
 *
 * @function Phaser.Math.Angle.WrapDegrees
 * @since 3.0.0
 *
 * @param {number} angle - The angle to wrap, in degrees.
 *
 * @return {number} The wrapped angle, in degrees.
 */
var WrapDegrees = function (angle)
{
    return Wrap(angle, -180, 180);
};

module.exports = WrapDegrees;


/***/ }),
/* 19 */
/***/ (function(module, exports, __webpack_require__) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

var Factorial = __webpack_require__(20);

/**
 * [description]
 *
 * @function Phaser.Math.Bernstein
 * @since 3.0.0
 *
 * @param {number} n - [description]
 * @param {number} i - [description]
 *
 * @return {number} [description]
 */
var Bernstein = function (n, i)
{
    return Factorial(n) / Factorial(i) / Factorial(n - i);
};

module.exports = Bernstein;


/***/ }),
/* 20 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * Calculates the factorial of a given number for integer values greater than 0.
 *
 * @function Phaser.Math.Factorial
 * @since 3.0.0
 *
 * @param {number} value - A positive integer to calculate the factorial of.
 *
 * @return {number} The factorial of the given number.
 */
var Factorial = function (value)
{
    if (value === 0)
    {
        return 1;
    }

    var res = value;

    while (--value)
    {
        res *= value;
    }

    return res;
};

module.exports = Factorial;


/***/ }),
/* 21 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * Calculates a Catmull-Rom value.
 *
 * @function Phaser.Math.CatmullRom
 * @since 3.0.0
 *
 * @param {number} t - [description]
 * @param {number} p0 - [description]
 * @param {number} p1 - [description]
 * @param {number} p2 - [description]
 * @param {number} p3 - [description]
 *
 * @return {number} The Catmull-Rom value.
 */
var CatmullRom = function (t, p0, p1, p2, p3)
{
    var v0 = (p2 - p0) * 0.5;
    var v1 = (p3 - p1) * 0.5;
    var t2 = t * t;
    var t3 = t * t2;

    return (2 * p1 - 2 * p2 + v0 + v1) * t3 + (-3 * p1 + 3 * p2 - 2 * v0 - v1) * t2 + v0 * t + p1;
};

module.exports = CatmullRom;


/***/ }),
/* 22 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * Calculates a linear (interpolation) value over t.
 *
 * @function Phaser.Math.Linear
 * @since 3.0.0
 *
 * @param {number} p0 - The first point.
 * @param {number} p1 - The second point.
 * @param {number} t - The percentage between p0 and p1 to return, represented as a number between 0 and 1.
 *
 * @return {number} The step t% of the way between p0 and p1.
 */
var Linear = function (p0, p1, t)
{
    return (p1 - p0) * t + p0;
};

module.exports = Linear;


/***/ }),
/* 23 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * Calculate a smooth interpolation percentage of `x` between `min` and `max`.
 *
 * The function receives the number `x` as an argument and returns 0 if `x` is less than or equal to the left edge,
 * 1 if `x` is greater than or equal to the right edge, and smoothly interpolates, using a Hermite polynomial,
 * between 0 and 1 otherwise.
 *
 * @function Phaser.Math.SmoothStep
 * @since 3.0.0
 * @see {@link https://en.wikipedia.org/wiki/Smoothstep}
 *
 * @param {number} x - The input value.
 * @param {number} min - The minimum value, also known as the 'left edge', assumed smaller than the 'right edge'.
 * @param {number} max - The maximum value, also known as the 'right edge', assumed greater than the 'left edge'.
 *
 * @return {number} The percentage of interpolation, between 0 and 1.
 */
var SmoothStep = function (x, min, max)
{
    if (x <= min)
    {
        return 0;
    }

    if (x >= max)
    {
        return 1;
    }

    x = (x - min) / (max - min);

    return x * x * (3 - 2 * x);
};

module.exports = SmoothStep;


/***/ }),
/* 24 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * Calculate a smoother interpolation percentage of `x` between `min` and `max`.
 *
 * The function receives the number `x` as an argument and returns 0 if `x` is less than or equal to the left edge,
 * 1 if `x` is greater than or equal to the right edge, and smoothly interpolates, using a Hermite polynomial,
 * between 0 and 1 otherwise.
 *
 * Produces an even smoother interpolation than {@link Phaser.Math.SmoothStep}.
 *
 * @function Phaser.Math.SmootherStep
 * @since 3.0.0
 * @see {@link https://en.wikipedia.org/wiki/Smoothstep#Variations}
 *
 * @param {number} x - The input value.
 * @param {number} min - The minimum value, also known as the 'left edge', assumed smaller than the 'right edge'.
 * @param {number} max - The maximum value, also known as the 'right edge', assumed greater than the 'left edge'.
 *
 * @return {number} The percentage of interpolation, between 0 and 1.
 */
var SmootherStep = function (x, min, max)
{
    x = Math.max(0, Math.min(1, (x - min) / (max - min)));

    return x * x * x * (x * (x * 6 - 15) + 10);
};

module.exports = SmootherStep;


/***/ }),
/* 25 */
/***/ (function(module, exports, __webpack_require__) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

var CONST = __webpack_require__(1);

/**
 * Convert the given angle from degrees, to the equivalent angle in radians.
 *
 * @function Phaser.Math.DegToRad
 * @since 3.0.0
 *
 * @param {integer} degrees - The angle (in degrees) to convert to radians.
 *
 * @return {number} The given angle converted to radians.
 */
var DegToRad = function (degrees)
{
    return degrees * CONST.DEG_TO_RAD;
};

module.exports = DegToRad;


/***/ }),
/* 26 */
/***/ (function(module, exports, __webpack_require__) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

//  Adapted from [gl-matrix](https://github.com/toji/gl-matrix) by toji
//  and [vecmath](https://github.com/mattdesl/vecmath) by mattdesl

var Class = __webpack_require__(0);

/**
 * @classdesc
 * A three-dimensional matrix.
 *
 * Defaults to the identity matrix when instantiated.
 *
 * @class Matrix3
 * @memberof Phaser.Math
 * @constructor
 * @since 3.0.0
 *
 * @param {Phaser.Math.Matrix3} [m] - Optional Matrix3 to copy values from.
 */
var Matrix3 = new Class({

    initialize:

    function Matrix3 (m)
    {
        /**
         * The matrix values.
         *
         * @name Phaser.Math.Matrix3#val
         * @type {Float32Array}
         * @since 3.0.0
         */
        this.val = new Float32Array(9);

        if (m)
        {
            //  Assume Matrix3 with val:
            this.copy(m);
        }
        else
        {
            //  Default to identity
            this.identity();
        }
    },

    /**
     * Make a clone of this Matrix3.
     *
     * @method Phaser.Math.Matrix3#clone
     * @since 3.0.0
     *
     * @return {Phaser.Math.Matrix3} A clone of this Matrix3.
     */
    clone: function ()
    {
        return new Matrix3(this);
    },

    /**
     * This method is an alias for `Matrix3.copy`.
     *
     * @method Phaser.Math.Matrix3#set
     * @since 3.0.0
     *
     * @param {Phaser.Math.Matrix3} src - The Matrix to set the values of this Matrix's from.
     *
     * @return {Phaser.Math.Matrix3} This Matrix3.
     */
    set: function (src)
    {
        return this.copy(src);
    },

    /**
     * Copy the values of a given Matrix into this Matrix.
     *
     * @method Phaser.Math.Matrix3#copy
     * @since 3.0.0
     *
     * @param {Phaser.Math.Matrix3} src - The Matrix to copy the values from.
     *
     * @return {Phaser.Math.Matrix3} This Matrix3.
     */
    copy: function (src)
    {
        var out = this.val;
        var a = src.val;

        out[0] = a[0];
        out[1] = a[1];
        out[2] = a[2];
        out[3] = a[3];
        out[4] = a[4];
        out[5] = a[5];
        out[6] = a[6];
        out[7] = a[7];
        out[8] = a[8];

        return this;
    },

    /**
     * Copy the values of a given Matrix4 into this Matrix3.
     *
     * @method Phaser.Math.Matrix3#fromMat4
     * @since 3.0.0
     *
     * @param {Phaser.Math.Matrix4} m - The Matrix4 to copy the values from.
     *
     * @return {Phaser.Math.Matrix3} This Matrix3.
     */
    fromMat4: function (m)
    {
        var a = m.val;
        var out = this.val;

        out[0] = a[0];
        out[1] = a[1];
        out[2] = a[2];
        out[3] = a[4];
        out[4] = a[5];
        out[5] = a[6];
        out[6] = a[8];
        out[7] = a[9];
        out[8] = a[10];

        return this;
    },

    /**
     * Set the values of this Matrix from the given array.
     *
     * @method Phaser.Math.Matrix3#fromArray
     * @since 3.0.0
     *
     * @param {array} a - The array to copy the values from.
     *
     * @return {Phaser.Math.Matrix3} This Matrix3.
     */
    fromArray: function (a)
    {
        var out = this.val;

        out[0] = a[0];
        out[1] = a[1];
        out[2] = a[2];
        out[3] = a[3];
        out[4] = a[4];
        out[5] = a[5];
        out[6] = a[6];
        out[7] = a[7];
        out[8] = a[8];

        return this;
    },

    /**
     * Reset this Matrix to an identity (default) matrix.
     *
     * @method Phaser.Math.Matrix3#identity
     * @since 3.0.0
     *
     * @return {Phaser.Math.Matrix3} This Matrix3.
     */
    identity: function ()
    {
        var out = this.val;

        out[0] = 1;
        out[1] = 0;
        out[2] = 0;
        out[3] = 0;
        out[4] = 1;
        out[5] = 0;
        out[6] = 0;
        out[7] = 0;
        out[8] = 1;

        return this;
    },

    /**
     * Transpose this Matrix.
     *
     * @method Phaser.Math.Matrix3#transpose
     * @since 3.0.0
     *
     * @return {Phaser.Math.Matrix3} This Matrix3.
     */
    transpose: function ()
    {
        var a = this.val;
        var a01 = a[1];
        var a02 = a[2];
        var a12 = a[5];

        a[1] = a[3];
        a[2] = a[6];
        a[3] = a01;
        a[5] = a[7];
        a[6] = a02;
        a[7] = a12;

        return this;
    },

    /**
     * Invert this Matrix.
     *
     * @method Phaser.Math.Matrix3#invert
     * @since 3.0.0
     *
     * @return {Phaser.Math.Matrix3} This Matrix3.
     */
    invert: function ()
    {
        var a = this.val;

        var a00 = a[0];
        var a01 = a[1];
        var a02 = a[2];
        var a10 = a[3];
        var a11 = a[4];
        var a12 = a[5];
        var a20 = a[6];
        var a21 = a[7];
        var a22 = a[8];

        var b01 = a22 * a11 - a12 * a21;
        var b11 = -a22 * a10 + a12 * a20;
        var b21 = a21 * a10 - a11 * a20;

        // Calculate the determinant
        var det = a00 * b01 + a01 * b11 + a02 * b21;

        if (!det)
        {
            return null;
        }

        det = 1 / det;

        a[0] = b01 * det;
        a[1] = (-a22 * a01 + a02 * a21) * det;
        a[2] = (a12 * a01 - a02 * a11) * det;
        a[3] = b11 * det;
        a[4] = (a22 * a00 - a02 * a20) * det;
        a[5] = (-a12 * a00 + a02 * a10) * det;
        a[6] = b21 * det;
        a[7] = (-a21 * a00 + a01 * a20) * det;
        a[8] = (a11 * a00 - a01 * a10) * det;

        return this;
    },

    /**
     * Calculate the adjoint, or adjugate, of this Matrix.
     *
     * @method Phaser.Math.Matrix3#adjoint
     * @since 3.0.0
     *
     * @return {Phaser.Math.Matrix3} This Matrix3.
     */
    adjoint: function ()
    {
        var a = this.val;

        var a00 = a[0];
        var a01 = a[1];
        var a02 = a[2];
        var a10 = a[3];
        var a11 = a[4];
        var a12 = a[5];
        var a20 = a[6];
        var a21 = a[7];
        var a22 = a[8];

        a[0] = (a11 * a22 - a12 * a21);
        a[1] = (a02 * a21 - a01 * a22);
        a[2] = (a01 * a12 - a02 * a11);
        a[3] = (a12 * a20 - a10 * a22);
        a[4] = (a00 * a22 - a02 * a20);
        a[5] = (a02 * a10 - a00 * a12);
        a[6] = (a10 * a21 - a11 * a20);
        a[7] = (a01 * a20 - a00 * a21);
        a[8] = (a00 * a11 - a01 * a10);

        return this;
    },

    /**
     * Calculate the determinant of this Matrix.
     *
     * @method Phaser.Math.Matrix3#determinant
     * @since 3.0.0
     *
     * @return {number} The determinant of this Matrix.
     */
    determinant: function ()
    {
        var a = this.val;

        var a00 = a[0];
        var a01 = a[1];
        var a02 = a[2];
        var a10 = a[3];
        var a11 = a[4];
        var a12 = a[5];
        var a20 = a[6];
        var a21 = a[7];
        var a22 = a[8];

        return a00 * (a22 * a11 - a12 * a21) + a01 * (-a22 * a10 + a12 * a20) + a02 * (a21 * a10 - a11 * a20);
    },

    /**
     * Multiply this Matrix by the given Matrix.
     *
     * @method Phaser.Math.Matrix3#multiply
     * @since 3.0.0
     *
     * @param {Phaser.Math.Matrix3} src - The Matrix to multiply this Matrix by.
     *
     * @return {Phaser.Math.Matrix3} This Matrix3.
     */
    multiply: function (src)
    {
        var a = this.val;

        var a00 = a[0];
        var a01 = a[1];
        var a02 = a[2];
        var a10 = a[3];
        var a11 = a[4];
        var a12 = a[5];
        var a20 = a[6];
        var a21 = a[7];
        var a22 = a[8];

        var b = src.val;

        var b00 = b[0];
        var b01 = b[1];
        var b02 = b[2];
        var b10 = b[3];
        var b11 = b[4];
        var b12 = b[5];
        var b20 = b[6];
        var b21 = b[7];
        var b22 = b[8];

        a[0] = b00 * a00 + b01 * a10 + b02 * a20;
        a[1] = b00 * a01 + b01 * a11 + b02 * a21;
        a[2] = b00 * a02 + b01 * a12 + b02 * a22;

        a[3] = b10 * a00 + b11 * a10 + b12 * a20;
        a[4] = b10 * a01 + b11 * a11 + b12 * a21;
        a[5] = b10 * a02 + b11 * a12 + b12 * a22;

        a[6] = b20 * a00 + b21 * a10 + b22 * a20;
        a[7] = b20 * a01 + b21 * a11 + b22 * a21;
        a[8] = b20 * a02 + b21 * a12 + b22 * a22;

        return this;
    },

    /**
     * Translate this Matrix using the given Vector.
     *
     * @method Phaser.Math.Matrix3#translate
     * @since 3.0.0
     *
     * @param {(Phaser.Math.Vector2|Phaser.Math.Vector3|Phaser.Math.Vector4)} v - The Vector to translate this Matrix with.
     *
     * @return {Phaser.Math.Matrix3} This Matrix3.
     */
    translate: function (v)
    {
        var a = this.val;
        var x = v.x;
        var y = v.y;

        a[6] = x * a[0] + y * a[3] + a[6];
        a[7] = x * a[1] + y * a[4] + a[7];
        a[8] = x * a[2] + y * a[5] + a[8];

        return this;
    },

    /**
     * Apply a rotation transformation to this Matrix.
     *
     * @method Phaser.Math.Matrix3#rotate
     * @since 3.0.0
     *
     * @param {number} rad - The angle in radians to rotate by.
     *
     * @return {Phaser.Math.Matrix3} This Matrix3.
     */
    rotate: function (rad)
    {
        var a = this.val;

        var a00 = a[0];
        var a01 = a[1];
        var a02 = a[2];
        var a10 = a[3];
        var a11 = a[4];
        var a12 = a[5];

        var s = Math.sin(rad);
        var c = Math.cos(rad);

        a[0] = c * a00 + s * a10;
        a[1] = c * a01 + s * a11;
        a[2] = c * a02 + s * a12;

        a[3] = c * a10 - s * a00;
        a[4] = c * a11 - s * a01;
        a[5] = c * a12 - s * a02;

        return this;
    },

    /**
     * Apply a scale transformation to this Matrix.
     *
     * Uses the `x` and `y` components of the given Vector to scale the Matrix.
     *
     * @method Phaser.Math.Matrix3#scale
     * @since 3.0.0
     *
     * @param {(Phaser.Math.Vector2|Phaser.Math.Vector3|Phaser.Math.Vector4)} v - The Vector to scale this Matrix with.
     *
     * @return {Phaser.Math.Matrix3} This Matrix3.
     */
    scale: function (v)
    {
        var a = this.val;
        var x = v.x;
        var y = v.y;

        a[0] = x * a[0];
        a[1] = x * a[1];
        a[2] = x * a[2];

        a[3] = y * a[3];
        a[4] = y * a[4];
        a[5] = y * a[5];

        return this;
    },

    /**
     * Set the values of this Matrix from the given Quaternion.
     *
     * @method Phaser.Math.Matrix3#fromQuat
     * @since 3.0.0
     *
     * @param {Phaser.Math.Quaternion} q - The Quaternion to set the values of this Matrix from.
     *
     * @return {Phaser.Math.Matrix3} This Matrix3.
     */
    fromQuat: function (q)
    {
        var x = q.x;
        var y = q.y;
        var z = q.z;
        var w = q.w;

        var x2 = x + x;
        var y2 = y + y;
        var z2 = z + z;

        var xx = x * x2;
        var xy = x * y2;
        var xz = x * z2;

        var yy = y * y2;
        var yz = y * z2;
        var zz = z * z2;

        var wx = w * x2;
        var wy = w * y2;
        var wz = w * z2;

        var out = this.val;

        out[0] = 1 - (yy + zz);
        out[3] = xy + wz;
        out[6] = xz - wy;

        out[1] = xy - wz;
        out[4] = 1 - (xx + zz);
        out[7] = yz + wx;

        out[2] = xz + wy;
        out[5] = yz - wx;
        out[8] = 1 - (xx + yy);

        return this;
    },

    /**
     * [description]
     *
     * @method Phaser.Math.Matrix3#normalFromMat4
     * @since 3.0.0
     *
     * @param {Phaser.Math.Matrix4} m - [description]
     *
     * @return {Phaser.Math.Matrix3} This Matrix3.
     */
    normalFromMat4: function (m)
    {
        var a = m.val;
        var out = this.val;

        var a00 = a[0];
        var a01 = a[1];
        var a02 = a[2];
        var a03 = a[3];

        var a10 = a[4];
        var a11 = a[5];
        var a12 = a[6];
        var a13 = a[7];

        var a20 = a[8];
        var a21 = a[9];
        var a22 = a[10];
        var a23 = a[11];

        var a30 = a[12];
        var a31 = a[13];
        var a32 = a[14];
        var a33 = a[15];

        var b00 = a00 * a11 - a01 * a10;
        var b01 = a00 * a12 - a02 * a10;
        var b02 = a00 * a13 - a03 * a10;
        var b03 = a01 * a12 - a02 * a11;

        var b04 = a01 * a13 - a03 * a11;
        var b05 = a02 * a13 - a03 * a12;
        var b06 = a20 * a31 - a21 * a30;
        var b07 = a20 * a32 - a22 * a30;

        var b08 = a20 * a33 - a23 * a30;
        var b09 = a21 * a32 - a22 * a31;
        var b10 = a21 * a33 - a23 * a31;
        var b11 = a22 * a33 - a23 * a32;

        // Calculate the determinant
        var det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06;

        if (!det)
        {
            return null;
        }

        det = 1 / det;

        out[0] = (a11 * b11 - a12 * b10 + a13 * b09) * det;
        out[1] = (a12 * b08 - a10 * b11 - a13 * b07) * det;
        out[2] = (a10 * b10 - a11 * b08 + a13 * b06) * det;

        out[3] = (a02 * b10 - a01 * b11 - a03 * b09) * det;
        out[4] = (a00 * b11 - a02 * b08 + a03 * b07) * det;
        out[5] = (a01 * b08 - a00 * b10 - a03 * b06) * det;

        out[6] = (a31 * b05 - a32 * b04 + a33 * b03) * det;
        out[7] = (a32 * b02 - a30 * b05 - a33 * b01) * det;
        out[8] = (a30 * b04 - a31 * b02 + a33 * b00) * det;

        return this;
    }

});

module.exports = Matrix3;


/***/ }),
/* 27 */
/***/ (function(module, exports, __webpack_require__) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

//  Adapted from [gl-matrix](https://github.com/toji/gl-matrix) by toji
//  and [vecmath](https://github.com/mattdesl/vecmath) by mattdesl

var Class = __webpack_require__(0);

var EPSILON = 0.000001;

/**
 * @classdesc
 * A four-dimensional matrix.
 *
 * @class Matrix4
 * @memberof Phaser.Math
 * @constructor
 * @since 3.0.0
 *
 * @param {Phaser.Math.Matrix4} [m] - Optional Matrix4 to copy values from.
 */
var Matrix4 = new Class({

    initialize:

    function Matrix4 (m)
    {
        /**
         * The matrix values.
         *
         * @name Phaser.Math.Matrix4#val
         * @type {Float32Array}
         * @since 3.0.0
         */
        this.val = new Float32Array(16);

        if (m)
        {
            //  Assume Matrix4 with val:
            this.copy(m);
        }
        else
        {
            //  Default to identity
            this.identity();
        }
    },

    /**
     * Make a clone of this Matrix4.
     *
     * @method Phaser.Math.Matrix4#clone
     * @since 3.0.0
     *
     * @return {Phaser.Math.Matrix4} A clone of this Matrix4.
     */
    clone: function ()
    {
        return new Matrix4(this);
    },

    //  TODO - Should work with basic values

    /**
     * This method is an alias for `Matrix4.copy`.
     *
     * @method Phaser.Math.Matrix4#set
     * @since 3.0.0
     *
     * @param {Phaser.Math.Matrix4} src - The Matrix to set the values of this Matrix's from.
     *
     * @return {Phaser.Math.Matrix4} This Matrix4.
     */
    set: function (src)
    {
        return this.copy(src);
    },

    /**
     * Copy the values of a given Matrix into this Matrix.
     *
     * @method Phaser.Math.Matrix4#copy
     * @since 3.0.0
     *
     * @param {Phaser.Math.Matrix4} src - The Matrix to copy the values from.
     *
     * @return {Phaser.Math.Matrix4} This Matrix4.
     */
    copy: function (src)
    {
        var out = this.val;
        var a = src.val;

        out[0] = a[0];
        out[1] = a[1];
        out[2] = a[2];
        out[3] = a[3];
        out[4] = a[4];
        out[5] = a[5];
        out[6] = a[6];
        out[7] = a[7];
        out[8] = a[8];
        out[9] = a[9];
        out[10] = a[10];
        out[11] = a[11];
        out[12] = a[12];
        out[13] = a[13];
        out[14] = a[14];
        out[15] = a[15];

        return this;
    },

    /**
     * Set the values of this Matrix from the given array.
     *
     * @method Phaser.Math.Matrix4#fromArray
     * @since 3.0.0
     *
     * @param {array} a - The array to copy the values from.
     *
     * @return {Phaser.Math.Matrix4} This Matrix4.
     */
    fromArray: function (a)
    {
        var out = this.val;

        out[0] = a[0];
        out[1] = a[1];
        out[2] = a[2];
        out[3] = a[3];
        out[4] = a[4];
        out[5] = a[5];
        out[6] = a[6];
        out[7] = a[7];
        out[8] = a[8];
        out[9] = a[9];
        out[10] = a[10];
        out[11] = a[11];
        out[12] = a[12];
        out[13] = a[13];
        out[14] = a[14];
        out[15] = a[15];

        return this;
    },

    /**
     * Reset this Matrix.
     *
     * Sets all values to `0`.
     *
     * @method Phaser.Math.Matrix4#zero
     * @since 3.0.0
     *
     * @return {Phaser.Math.Matrix4} This Matrix4.
     */
    zero: function ()
    {
        var out = this.val;

        out[0] = 0;
        out[1] = 0;
        out[2] = 0;
        out[3] = 0;
        out[4] = 0;
        out[5] = 0;
        out[6] = 0;
        out[7] = 0;
        out[8] = 0;
        out[9] = 0;
        out[10] = 0;
        out[11] = 0;
        out[12] = 0;
        out[13] = 0;
        out[14] = 0;
        out[15] = 0;

        return this;
    },

    /**
     * Set the `x`, `y` and `z` values of this Matrix.
     *
     * @method Phaser.Math.Matrix4#xyz
     * @since 3.0.0
     *
     * @param {number} x - The x value.
     * @param {number} y - The y value.
     * @param {number} z - The z value.
     *
     * @return {Phaser.Math.Matrix4} This Matrix4.
     */
    xyz: function (x, y, z)
    {
        this.identity();

        var out = this.val;

        out[12] = x;
        out[13] = y;
        out[14] = z;

        return this;
    },

    /**
     * Set the scaling values of this Matrix.
     *
     * @method Phaser.Math.Matrix4#scaling
     * @since 3.0.0
     *
     * @param {number} x - The x scaling value.
     * @param {number} y - The y scaling value.
     * @param {number} z - The z scaling value.
     *
     * @return {Phaser.Math.Matrix4} This Matrix4.
     */
    scaling: function (x, y, z)
    {
        this.zero();

        var out = this.val;

        out[0] = x;
        out[5] = y;
        out[10] = z;
        out[15] = 1;

        return this;
    },

    /**
     * Reset this Matrix to an identity (default) matrix.
     *
     * @method Phaser.Math.Matrix4#identity
     * @since 3.0.0
     *
     * @return {Phaser.Math.Matrix4} This Matrix4.
     */
    identity: function ()
    {
        var out = this.val;

        out[0] = 1;
        out[1] = 0;
        out[2] = 0;
        out[3] = 0;
        out[4] = 0;
        out[5] = 1;
        out[6] = 0;
        out[7] = 0;
        out[8] = 0;
        out[9] = 0;
        out[10] = 1;
        out[11] = 0;
        out[12] = 0;
        out[13] = 0;
        out[14] = 0;
        out[15] = 1;

        return this;
    },

    /**
     * Transpose this Matrix.
     *
     * @method Phaser.Math.Matrix4#transpose
     * @since 3.0.0
     *
     * @return {Phaser.Math.Matrix4} This Matrix4.
     */
    transpose: function ()
    {
        var a = this.val;

        var a01 = a[1];
        var a02 = a[2];
        var a03 = a[3];
        var a12 = a[6];
        var a13 = a[7];
        var a23 = a[11];

        a[1] = a[4];
        a[2] = a[8];
        a[3] = a[12];
        a[4] = a01;
        a[6] = a[9];
        a[7] = a[13];
        a[8] = a02;
        a[9] = a12;
        a[11] = a[14];
        a[12] = a03;
        a[13] = a13;
        a[14] = a23;

        return this;
    },

    /**
     * Invert this Matrix.
     *
     * @method Phaser.Math.Matrix4#invert
     * @since 3.0.0
     *
     * @return {Phaser.Math.Matrix4} This Matrix4.
     */
    invert: function ()
    {
        var a = this.val;

        var a00 = a[0];
        var a01 = a[1];
        var a02 = a[2];
        var a03 = a[3];

        var a10 = a[4];
        var a11 = a[5];
        var a12 = a[6];
        var a13 = a[7];

        var a20 = a[8];
        var a21 = a[9];
        var a22 = a[10];
        var a23 = a[11];

        var a30 = a[12];
        var a31 = a[13];
        var a32 = a[14];
        var a33 = a[15];

        var b00 = a00 * a11 - a01 * a10;
        var b01 = a00 * a12 - a02 * a10;
        var b02 = a00 * a13 - a03 * a10;
        var b03 = a01 * a12 - a02 * a11;

        var b04 = a01 * a13 - a03 * a11;
        var b05 = a02 * a13 - a03 * a12;
        var b06 = a20 * a31 - a21 * a30;
        var b07 = a20 * a32 - a22 * a30;

        var b08 = a20 * a33 - a23 * a30;
        var b09 = a21 * a32 - a22 * a31;
        var b10 = a21 * a33 - a23 * a31;
        var b11 = a22 * a33 - a23 * a32;

        // Calculate the determinant
        var det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06;

        if (!det)
        {
            return null;
        }

        det = 1 / det;

        a[0] = (a11 * b11 - a12 * b10 + a13 * b09) * det;
        a[1] = (a02 * b10 - a01 * b11 - a03 * b09) * det;
        a[2] = (a31 * b05 - a32 * b04 + a33 * b03) * det;
        a[3] = (a22 * b04 - a21 * b05 - a23 * b03) * det;
        a[4] = (a12 * b08 - a10 * b11 - a13 * b07) * det;
        a[5] = (a00 * b11 - a02 * b08 + a03 * b07) * det;
        a[6] = (a32 * b02 - a30 * b05 - a33 * b01) * det;
        a[7] = (a20 * b05 - a22 * b02 + a23 * b01) * det;
        a[8] = (a10 * b10 - a11 * b08 + a13 * b06) * det;
        a[9] = (a01 * b08 - a00 * b10 - a03 * b06) * det;
        a[10] = (a30 * b04 - a31 * b02 + a33 * b00) * det;
        a[11] = (a21 * b02 - a20 * b04 - a23 * b00) * det;
        a[12] = (a11 * b07 - a10 * b09 - a12 * b06) * det;
        a[13] = (a00 * b09 - a01 * b07 + a02 * b06) * det;
        a[14] = (a31 * b01 - a30 * b03 - a32 * b00) * det;
        a[15] = (a20 * b03 - a21 * b01 + a22 * b00) * det;

        return this;
    },

    /**
     * Calculate the adjoint, or adjugate, of this Matrix.
     *
     * @method Phaser.Math.Matrix4#adjoint
     * @since 3.0.0
     *
     * @return {Phaser.Math.Matrix4} This Matrix4.
     */
    adjoint: function ()
    {
        var a = this.val;

        var a00 = a[0];
        var a01 = a[1];
        var a02 = a[2];
        var a03 = a[3];

        var a10 = a[4];
        var a11 = a[5];
        var a12 = a[6];
        var a13 = a[7];

        var a20 = a[8];
        var a21 = a[9];
        var a22 = a[10];
        var a23 = a[11];

        var a30 = a[12];
        var a31 = a[13];
        var a32 = a[14];
        var a33 = a[15];

        a[0] = (a11 * (a22 * a33 - a23 * a32) - a21 * (a12 * a33 - a13 * a32) + a31 * (a12 * a23 - a13 * a22));
        a[1] = -(a01 * (a22 * a33 - a23 * a32) - a21 * (a02 * a33 - a03 * a32) + a31 * (a02 * a23 - a03 * a22));
        a[2] = (a01 * (a12 * a33 - a13 * a32) - a11 * (a02 * a33 - a03 * a32) + a31 * (a02 * a13 - a03 * a12));
        a[3] = -(a01 * (a12 * a23 - a13 * a22) - a11 * (a02 * a23 - a03 * a22) + a21 * (a02 * a13 - a03 * a12));
        a[4] = -(a10 * (a22 * a33 - a23 * a32) - a20 * (a12 * a33 - a13 * a32) + a30 * (a12 * a23 - a13 * a22));
        a[5] = (a00 * (a22 * a33 - a23 * a32) - a20 * (a02 * a33 - a03 * a32) + a30 * (a02 * a23 - a03 * a22));
        a[6] = -(a00 * (a12 * a33 - a13 * a32) - a10 * (a02 * a33 - a03 * a32) + a30 * (a02 * a13 - a03 * a12));
        a[7] = (a00 * (a12 * a23 - a13 * a22) - a10 * (a02 * a23 - a03 * a22) + a20 * (a02 * a13 - a03 * a12));
        a[8] = (a10 * (a21 * a33 - a23 * a31) - a20 * (a11 * a33 - a13 * a31) + a30 * (a11 * a23 - a13 * a21));
        a[9] = -(a00 * (a21 * a33 - a23 * a31) - a20 * (a01 * a33 - a03 * a31) + a30 * (a01 * a23 - a03 * a21));
        a[10] = (a00 * (a11 * a33 - a13 * a31) - a10 * (a01 * a33 - a03 * a31) + a30 * (a01 * a13 - a03 * a11));
        a[11] = -(a00 * (a11 * a23 - a13 * a21) - a10 * (a01 * a23 - a03 * a21) + a20 * (a01 * a13 - a03 * a11));
        a[12] = -(a10 * (a21 * a32 - a22 * a31) - a20 * (a11 * a32 - a12 * a31) + a30 * (a11 * a22 - a12 * a21));
        a[13] = (a00 * (a21 * a32 - a22 * a31) - a20 * (a01 * a32 - a02 * a31) + a30 * (a01 * a22 - a02 * a21));
        a[14] = -(a00 * (a11 * a32 - a12 * a31) - a10 * (a01 * a32 - a02 * a31) + a30 * (a01 * a12 - a02 * a11));
        a[15] = (a00 * (a11 * a22 - a12 * a21) - a10 * (a01 * a22 - a02 * a21) + a20 * (a01 * a12 - a02 * a11));

        return this;
    },

    /**
     * Calculate the determinant of this Matrix.
     *
     * @method Phaser.Math.Matrix4#determinant
     * @since 3.0.0
     *
     * @return {number} The determinant of this Matrix.
     */
    determinant: function ()
    {
        var a = this.val;

        var a00 = a[0];
        var a01 = a[1];
        var a02 = a[2];
        var a03 = a[3];

        var a10 = a[4];
        var a11 = a[5];
        var a12 = a[6];
        var a13 = a[7];

        var a20 = a[8];
        var a21 = a[9];
        var a22 = a[10];
        var a23 = a[11];

        var a30 = a[12];
        var a31 = a[13];
        var a32 = a[14];
        var a33 = a[15];

        var b00 = a00 * a11 - a01 * a10;
        var b01 = a00 * a12 - a02 * a10;
        var b02 = a00 * a13 - a03 * a10;
        var b03 = a01 * a12 - a02 * a11;
        var b04 = a01 * a13 - a03 * a11;
        var b05 = a02 * a13 - a03 * a12;
        var b06 = a20 * a31 - a21 * a30;
        var b07 = a20 * a32 - a22 * a30;
        var b08 = a20 * a33 - a23 * a30;
        var b09 = a21 * a32 - a22 * a31;
        var b10 = a21 * a33 - a23 * a31;
        var b11 = a22 * a33 - a23 * a32;

        // Calculate the determinant
        return b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06;
    },

    /**
     * Multiply this Matrix by the given Matrix.
     *
     * @method Phaser.Math.Matrix4#multiply
     * @since 3.0.0
     *
     * @param {Phaser.Math.Matrix4} src - The Matrix to multiply this Matrix by.
     *
     * @return {Phaser.Math.Matrix4} This Matrix4.
     */
    multiply: function (src)
    {
        var a = this.val;

        var a00 = a[0];
        var a01 = a[1];
        var a02 = a[2];
        var a03 = a[3];

        var a10 = a[4];
        var a11 = a[5];
        var a12 = a[6];
        var a13 = a[7];

        var a20 = a[8];
        var a21 = a[9];
        var a22 = a[10];
        var a23 = a[11];

        var a30 = a[12];
        var a31 = a[13];
        var a32 = a[14];
        var a33 = a[15];

        var b = src.val;

        // Cache only the current line of the second matrix
        var b0 = b[0];
        var b1 = b[1];
        var b2 = b[2];
        var b3 = b[3];

        a[0] = b0 * a00 + b1 * a10 + b2 * a20 + b3 * a30;
        a[1] = b0 * a01 + b1 * a11 + b2 * a21 + b3 * a31;
        a[2] = b0 * a02 + b1 * a12 + b2 * a22 + b3 * a32;
        a[3] = b0 * a03 + b1 * a13 + b2 * a23 + b3 * a33;

        b0 = b[4];
        b1 = b[5];
        b2 = b[6];
        b3 = b[7];

        a[4] = b0 * a00 + b1 * a10 + b2 * a20 + b3 * a30;
        a[5] = b0 * a01 + b1 * a11 + b2 * a21 + b3 * a31;
        a[6] = b0 * a02 + b1 * a12 + b2 * a22 + b3 * a32;
        a[7] = b0 * a03 + b1 * a13 + b2 * a23 + b3 * a33;

        b0 = b[8];
        b1 = b[9];
        b2 = b[10];
        b3 = b[11];

        a[8] = b0 * a00 + b1 * a10 + b2 * a20 + b3 * a30;
        a[9] = b0 * a01 + b1 * a11 + b2 * a21 + b3 * a31;
        a[10] = b0 * a02 + b1 * a12 + b2 * a22 + b3 * a32;
        a[11] = b0 * a03 + b1 * a13 + b2 * a23 + b3 * a33;

        b0 = b[12];
        b1 = b[13];
        b2 = b[14];
        b3 = b[15];

        a[12] = b0 * a00 + b1 * a10 + b2 * a20 + b3 * a30;
        a[13] = b0 * a01 + b1 * a11 + b2 * a21 + b3 * a31;
        a[14] = b0 * a02 + b1 * a12 + b2 * a22 + b3 * a32;
        a[15] = b0 * a03 + b1 * a13 + b2 * a23 + b3 * a33;

        return this;
    },

    /**
     * [description]
     *
     * @method Phaser.Math.Matrix4#multiplyLocal
     * @since 3.0.0
     *
     * @param {Phaser.Math.Matrix4} src - [description]
     *
     * @return {Phaser.Math.Matrix4} This Matrix4.
     */
    multiplyLocal: function (src)
    {
        var a = [];
        var m1 = this.val;
        var m2 = src.val;

        a[0] = m1[0] * m2[0] + m1[1] * m2[4] + m1[2] * m2[8] + m1[3] * m2[12];
        a[1] = m1[0] * m2[1] + m1[1] * m2[5] + m1[2] * m2[9] + m1[3] * m2[13];
        a[2] = m1[0] * m2[2] + m1[1] * m2[6] + m1[2] * m2[10] + m1[3] * m2[14];
        a[3] = m1[0] * m2[3] + m1[1] * m2[7] + m1[2] * m2[11] + m1[3] * m2[15];

        a[4] = m1[4] * m2[0] + m1[5] * m2[4] + m1[6] * m2[8] + m1[7] * m2[12];
        a[5] = m1[4] * m2[1] + m1[5] * m2[5] + m1[6] * m2[9] + m1[7] * m2[13];
        a[6] = m1[4] * m2[2] + m1[5] * m2[6] + m1[6] * m2[10] + m1[7] * m2[14];
        a[7] = m1[4] * m2[3] + m1[5] * m2[7] + m1[6] * m2[11] + m1[7] * m2[15];

        a[8] = m1[8] * m2[0] + m1[9] * m2[4] + m1[10] * m2[8] + m1[11] * m2[12];
        a[9] = m1[8] * m2[1] + m1[9] * m2[5] + m1[10] * m2[9] + m1[11] * m2[13];
        a[10] = m1[8] * m2[2] + m1[9] * m2[6] + m1[10] * m2[10] + m1[11] * m2[14];
        a[11] = m1[8] * m2[3] + m1[9] * m2[7] + m1[10] * m2[11] + m1[11] * m2[15];

        a[12] = m1[12] * m2[0] + m1[13] * m2[4] + m1[14] * m2[8] + m1[15] * m2[12];
        a[13] = m1[12] * m2[1] + m1[13] * m2[5] + m1[14] * m2[9] + m1[15] * m2[13];
        a[14] = m1[12] * m2[2] + m1[13] * m2[6] + m1[14] * m2[10] + m1[15] * m2[14];
        a[15] = m1[12] * m2[3] + m1[13] * m2[7] + m1[14] * m2[11] + m1[15] * m2[15];

        return this.fromArray(a);
    },

    /**
     * Translate this Matrix using the given Vector.
     *
     * @method Phaser.Math.Matrix4#translate
     * @since 3.0.0
     *
     * @param {(Phaser.Math.Vector3|Phaser.Math.Vector4)} v - The Vector to translate this Matrix with.
     *
     * @return {Phaser.Math.Matrix4} This Matrix4.
     */
    translate: function (v)
    {
        var x = v.x;
        var y = v.y;
        var z = v.z;
        var a = this.val;

        a[12] = a[0] * x + a[4] * y + a[8] * z + a[12];
        a[13] = a[1] * x + a[5] * y + a[9] * z + a[13];
        a[14] = a[2] * x + a[6] * y + a[10] * z + a[14];
        a[15] = a[3] * x + a[7] * y + a[11] * z + a[15];

        return this;
    },

    /**
     * Translate this Matrix using the given values.
     *
     * @method Phaser.Math.Matrix4#translateXYZ
     * @since 3.16.0
     *
     * @param {number} x - The x component.
     * @param {number} y - The y component.
     * @param {number} z - The z component.
     *
     * @return {Phaser.Math.Matrix4} This Matrix4.
     */
    translateXYZ: function (x, y, z)
    {
        var a = this.val;

        a[12] = a[0] * x + a[4] * y + a[8] * z + a[12];
        a[13] = a[1] * x + a[5] * y + a[9] * z + a[13];
        a[14] = a[2] * x + a[6] * y + a[10] * z + a[14];
        a[15] = a[3] * x + a[7] * y + a[11] * z + a[15];

        return this;
    },

    /**
     * Apply a scale transformation to this Matrix.
     *
     * Uses the `x`, `y` and `z` components of the given Vector to scale the Matrix.
     *
     * @method Phaser.Math.Matrix4#scale
     * @since 3.0.0
     *
     * @param {(Phaser.Math.Vector3|Phaser.Math.Vector4)} v - The Vector to scale this Matrix with.
     *
     * @return {Phaser.Math.Matrix4} This Matrix4.
     */
    scale: function (v)
    {
        var x = v.x;
        var y = v.y;
        var z = v.z;
        var a = this.val;

        a[0] = a[0] * x;
        a[1] = a[1] * x;
        a[2] = a[2] * x;
        a[3] = a[3] * x;

        a[4] = a[4] * y;
        a[5] = a[5] * y;
        a[6] = a[6] * y;
        a[7] = a[7] * y;

        a[8] = a[8] * z;
        a[9] = a[9] * z;
        a[10] = a[10] * z;
        a[11] = a[11] * z;

        return this;
    },

    /**
     * Apply a scale transformation to this Matrix.
     *
     * @method Phaser.Math.Matrix4#scaleXYZ
     * @since 3.16.0
     *
     * @param {number} x - The x component.
     * @param {number} y - The y component.
     * @param {number} z - The z component.
     *
     * @return {Phaser.Math.Matrix4} This Matrix4.
     */
    scaleXYZ: function (x, y, z)
    {
        var a = this.val;

        a[0] = a[0] * x;
        a[1] = a[1] * x;
        a[2] = a[2] * x;
        a[3] = a[3] * x;

        a[4] = a[4] * y;
        a[5] = a[5] * y;
        a[6] = a[6] * y;
        a[7] = a[7] * y;

        a[8] = a[8] * z;
        a[9] = a[9] * z;
        a[10] = a[10] * z;
        a[11] = a[11] * z;

        return this;
    },

    /**
     * Derive a rotation matrix around the given axis.
     *
     * @method Phaser.Math.Matrix4#makeRotationAxis
     * @since 3.0.0
     *
     * @param {(Phaser.Math.Vector3|Phaser.Math.Vector4)} axis - The rotation axis.
     * @param {number} angle - The rotation angle in radians.
     *
     * @return {Phaser.Math.Matrix4} This Matrix4.
     */
    makeRotationAxis: function (axis, angle)
    {
        // Based on http://www.gamedev.net/reference/articles/article1199.asp

        var c = Math.cos(angle);
        var s = Math.sin(angle);
        var t = 1 - c;
        var x = axis.x;
        var y = axis.y;
        var z = axis.z;
        var tx = t * x;
        var ty = t * y;

        this.fromArray([
            tx * x + c, tx * y - s * z, tx * z + s * y, 0,
            tx * y + s * z, ty * y + c, ty * z - s * x, 0,
            tx * z - s * y, ty * z + s * x, t * z * z + c, 0,
            0, 0, 0, 1
        ]);

        return this;
    },

    /**
     * Apply a rotation transformation to this Matrix.
     *
     * @method Phaser.Math.Matrix4#rotate
     * @since 3.0.0
     *
     * @param {number} rad - The angle in radians to rotate by.
     * @param {Phaser.Math.Vector3} axis - The axis to rotate upon.
     *
     * @return {Phaser.Math.Matrix4} This Matrix4.
     */
    rotate: function (rad, axis)
    {
        var a = this.val;
        var x = axis.x;
        var y = axis.y;
        var z = axis.z;
        var len = Math.sqrt(x * x + y * y + z * z);

        if (Math.abs(len) < EPSILON)
        {
            return null;
        }

        len = 1 / len;
        x *= len;
        y *= len;
        z *= len;

        var s = Math.sin(rad);
        var c = Math.cos(rad);
        var t = 1 - c;

        var a00 = a[0];
        var a01 = a[1];
        var a02 = a[2];
        var a03 = a[3];

        var a10 = a[4];
        var a11 = a[5];
        var a12 = a[6];
        var a13 = a[7];

        var a20 = a[8];
        var a21 = a[9];
        var a22 = a[10];
        var a23 = a[11];

        // Construct the elements of the rotation matrix
        var b00 = x * x * t + c;
        var b01 = y * x * t + z * s;
        var b02 = z * x * t - y * s;

        var b10 = x * y * t - z * s;
        var b11 = y * y * t + c;
        var b12 = z * y * t + x * s;

        var b20 = x * z * t + y * s;
        var b21 = y * z * t - x * s;
        var b22 = z * z * t + c;

        // Perform rotation-specific matrix multiplication
        a[0] = a00 * b00 + a10 * b01 + a20 * b02;
        a[1] = a01 * b00 + a11 * b01 + a21 * b02;
        a[2] = a02 * b00 + a12 * b01 + a22 * b02;
        a[3] = a03 * b00 + a13 * b01 + a23 * b02;
        a[4] = a00 * b10 + a10 * b11 + a20 * b12;
        a[5] = a01 * b10 + a11 * b11 + a21 * b12;
        a[6] = a02 * b10 + a12 * b11 + a22 * b12;
        a[7] = a03 * b10 + a13 * b11 + a23 * b12;
        a[8] = a00 * b20 + a10 * b21 + a20 * b22;
        a[9] = a01 * b20 + a11 * b21 + a21 * b22;
        a[10] = a02 * b20 + a12 * b21 + a22 * b22;
        a[11] = a03 * b20 + a13 * b21 + a23 * b22;

        return this;
    },

    /**
     * Rotate this matrix on its X axis.
     *
     * @method Phaser.Math.Matrix4#rotateX
     * @since 3.0.0
     *
     * @param {number} rad - The angle in radians to rotate by.
     *
     * @return {Phaser.Math.Matrix4} This Matrix4.
     */
    rotateX: function (rad)
    {
        var a = this.val;
        var s = Math.sin(rad);
        var c = Math.cos(rad);

        var a10 = a[4];
        var a11 = a[5];
        var a12 = a[6];
        var a13 = a[7];

        var a20 = a[8];
        var a21 = a[9];
        var a22 = a[10];
        var a23 = a[11];

        // Perform axis-specific matrix multiplication
        a[4] = a10 * c + a20 * s;
        a[5] = a11 * c + a21 * s;
        a[6] = a12 * c + a22 * s;
        a[7] = a13 * c + a23 * s;
        a[8] = a20 * c - a10 * s;
        a[9] = a21 * c - a11 * s;
        a[10] = a22 * c - a12 * s;
        a[11] = a23 * c - a13 * s;

        return this;
    },

    /**
     * Rotate this matrix on its Y axis.
     *
     * @method Phaser.Math.Matrix4#rotateY
     * @since 3.0.0
     *
     * @param {number} rad - The angle to rotate by, in radians.
     *
     * @return {Phaser.Math.Matrix4} This Matrix4.
     */
    rotateY: function (rad)
    {
        var a = this.val;
        var s = Math.sin(rad);
        var c = Math.cos(rad);

        var a00 = a[0];
        var a01 = a[1];
        var a02 = a[2];
        var a03 = a[3];

        var a20 = a[8];
        var a21 = a[9];
        var a22 = a[10];
        var a23 = a[11];

        // Perform axis-specific matrix multiplication
        a[0] = a00 * c - a20 * s;
        a[1] = a01 * c - a21 * s;
        a[2] = a02 * c - a22 * s;
        a[3] = a03 * c - a23 * s;
        a[8] = a00 * s + a20 * c;
        a[9] = a01 * s + a21 * c;
        a[10] = a02 * s + a22 * c;
        a[11] = a03 * s + a23 * c;

        return this;
    },

    /**
     * Rotate this matrix on its Z axis.
     *
     * @method Phaser.Math.Matrix4#rotateZ
     * @since 3.0.0
     *
     * @param {number} rad - The angle to rotate by, in radians.
     *
     * @return {Phaser.Math.Matrix4} This Matrix4.
     */
    rotateZ: function (rad)
    {
        var a = this.val;
        var s = Math.sin(rad);
        var c = Math.cos(rad);

        var a00 = a[0];
        var a01 = a[1];
        var a02 = a[2];
        var a03 = a[3];

        var a10 = a[4];
        var a11 = a[5];
        var a12 = a[6];
        var a13 = a[7];

        // Perform axis-specific matrix multiplication
        a[0] = a00 * c + a10 * s;
        a[1] = a01 * c + a11 * s;
        a[2] = a02 * c + a12 * s;
        a[3] = a03 * c + a13 * s;
        a[4] = a10 * c - a00 * s;
        a[5] = a11 * c - a01 * s;
        a[6] = a12 * c - a02 * s;
        a[7] = a13 * c - a03 * s;

        return this;
    },

    /**
     * Set the values of this Matrix from the given rotation Quaternion and translation Vector.
     *
     * @method Phaser.Math.Matrix4#fromRotationTranslation
     * @since 3.0.0
     *
     * @param {Phaser.Math.Quaternion} q - The Quaternion to set rotation from.
     * @param {Phaser.Math.Vector3} v - The Vector to set translation from.
     *
     * @return {Phaser.Math.Matrix4} This Matrix4.
     */
    fromRotationTranslation: function (q, v)
    {
        // Quaternion math
        var out = this.val;

        var x = q.x;
        var y = q.y;
        var z = q.z;
        var w = q.w;

        var x2 = x + x;
        var y2 = y + y;
        var z2 = z + z;

        var xx = x * x2;
        var xy = x * y2;
        var xz = x * z2;

        var yy = y * y2;
        var yz = y * z2;
        var zz = z * z2;

        var wx = w * x2;
        var wy = w * y2;
        var wz = w * z2;

        out[0] = 1 - (yy + zz);
        out[1] = xy + wz;
        out[2] = xz - wy;
        out[3] = 0;

        out[4] = xy - wz;
        out[5] = 1 - (xx + zz);
        out[6] = yz + wx;
        out[7] = 0;

        out[8] = xz + wy;
        out[9] = yz - wx;
        out[10] = 1 - (xx + yy);
        out[11] = 0;

        out[12] = v.x;
        out[13] = v.y;
        out[14] = v.z;
        out[15] = 1;

        return this;
    },

    /**
     * Set the values of this Matrix from the given Quaternion.
     *
     * @method Phaser.Math.Matrix4#fromQuat
     * @since 3.0.0
     *
     * @param {Phaser.Math.Quaternion} q - The Quaternion to set the values of this Matrix from.
     *
     * @return {Phaser.Math.Matrix4} This Matrix4.
     */
    fromQuat: function (q)
    {
        var out = this.val;

        var x = q.x;
        var y = q.y;
        var z = q.z;
        var w = q.w;

        var x2 = x + x;
        var y2 = y + y;
        var z2 = z + z;

        var xx = x * x2;
        var xy = x * y2;
        var xz = x * z2;

        var yy = y * y2;
        var yz = y * z2;
        var zz = z * z2;

        var wx = w * x2;
        var wy = w * y2;
        var wz = w * z2;

        out[0] = 1 - (yy + zz);
        out[1] = xy + wz;
        out[2] = xz - wy;
        out[3] = 0;

        out[4] = xy - wz;
        out[5] = 1 - (xx + zz);
        out[6] = yz + wx;
        out[7] = 0;

        out[8] = xz + wy;
        out[9] = yz - wx;
        out[10] = 1 - (xx + yy);
        out[11] = 0;

        out[12] = 0;
        out[13] = 0;
        out[14] = 0;
        out[15] = 1;

        return this;
    },

    /**
     * Generate a frustum matrix with the given bounds.
     *
     * @method Phaser.Math.Matrix4#frustum
     * @since 3.0.0
     *
     * @param {number} left - The left bound of the frustum.
     * @param {number} right - The right bound of the frustum.
     * @param {number} bottom - The bottom bound of the frustum.
     * @param {number} top - The top bound of the frustum.
     * @param {number} near - The near bound of the frustum.
     * @param {number} far - The far bound of the frustum.
     *
     * @return {Phaser.Math.Matrix4} This Matrix4.
     */
    frustum: function (left, right, bottom, top, near, far)
    {
        var out = this.val;

        var rl = 1 / (right - left);
        var tb = 1 / (top - bottom);
        var nf = 1 / (near - far);

        out[0] = (near * 2) * rl;
        out[1] = 0;
        out[2] = 0;
        out[3] = 0;

        out[4] = 0;
        out[5] = (near * 2) * tb;
        out[6] = 0;
        out[7] = 0;

        out[8] = (right + left) * rl;
        out[9] = (top + bottom) * tb;
        out[10] = (far + near) * nf;
        out[11] = -1;

        out[12] = 0;
        out[13] = 0;
        out[14] = (far * near * 2) * nf;
        out[15] = 0;

        return this;
    },

    /**
     * Generate a perspective projection matrix with the given bounds.
     *
     * @method Phaser.Math.Matrix4#perspective
     * @since 3.0.0
     *
     * @param {number} fovy - Vertical field of view in radians
     * @param {number} aspect - Aspect ratio. Typically viewport width  /height.
     * @param {number} near - Near bound of the frustum.
     * @param {number} far - Far bound of the frustum.
     *
     * @return {Phaser.Math.Matrix4} This Matrix4.
     */
    perspective: function (fovy, aspect, near, far)
    {
        var out = this.val;
        var f = 1.0 / Math.tan(fovy / 2);
        var nf = 1 / (near - far);

        out[0] = f / aspect;
        out[1] = 0;
        out[2] = 0;
        out[3] = 0;

        out[4] = 0;
        out[5] = f;
        out[6] = 0;
        out[7] = 0;

        out[8] = 0;
        out[9] = 0;
        out[10] = (far + near) * nf;
        out[11] = -1;

        out[12] = 0;
        out[13] = 0;
        out[14] = (2 * far * near) * nf;
        out[15] = 0;

        return this;
    },

    /**
     * Generate a perspective projection matrix with the given bounds.
     *
     * @method Phaser.Math.Matrix4#perspectiveLH
     * @since 3.0.0
     *
     * @param {number} width - The width of the frustum.
     * @param {number} height - The height of the frustum.
     * @param {number} near - Near bound of the frustum.
     * @param {number} far - Far bound of the frustum.
     *
     * @return {Phaser.Math.Matrix4} This Matrix4.
     */
    perspectiveLH: function (width, height, near, far)
    {
        var out = this.val;

        out[0] = (2 * near) / width;
        out[1] = 0;
        out[2] = 0;
        out[3] = 0;

        out[4] = 0;
        out[5] = (2 * near) / height;
        out[6] = 0;
        out[7] = 0;

        out[8] = 0;
        out[9] = 0;
        out[10] = -far / (near - far);
        out[11] = 1;

        out[12] = 0;
        out[13] = 0;
        out[14] = (near * far) / (near - far);
        out[15] = 0;

        return this;
    },

    /**
     * Generate an orthogonal projection matrix with the given bounds.
     *
     * @method Phaser.Math.Matrix4#ortho
     * @since 3.0.0
     *
     * @param {number} left - The left bound of the frustum.
     * @param {number} right - The right bound of the frustum.
     * @param {number} bottom - The bottom bound of the frustum.
     * @param {number} top - The top bound of the frustum.
     * @param {number} near - The near bound of the frustum.
     * @param {number} far - The far bound of the frustum.
     *
     * @return {Phaser.Math.Matrix4} This Matrix4.
     */
    ortho: function (left, right, bottom, top, near, far)
    {
        var out = this.val;
        var lr = left - right;
        var bt = bottom - top;
        var nf = near - far;

        //  Avoid division by zero
        lr = (lr === 0) ? lr : 1 / lr;
        bt = (bt === 0) ? bt : 1 / bt;
        nf = (nf === 0) ? nf : 1 / nf;

        out[0] = -2 * lr;
        out[1] = 0;
        out[2] = 0;
        out[3] = 0;

        out[4] = 0;
        out[5] = -2 * bt;
        out[6] = 0;
        out[7] = 0;

        out[8] = 0;
        out[9] = 0;
        out[10] = 2 * nf;
        out[11] = 0;

        out[12] = (left + right) * lr;
        out[13] = (top + bottom) * bt;
        out[14] = (far + near) * nf;
        out[15] = 1;

        return this;
    },

    /**
     * Generate a look-at matrix with the given eye position, focal point, and up axis.
     *
     * @method Phaser.Math.Matrix4#lookAt
     * @since 3.0.0
     *
     * @param {Phaser.Math.Vector3} eye - Position of the viewer
     * @param {Phaser.Math.Vector3} center - Point the viewer is looking at
     * @param {Phaser.Math.Vector3} up - vec3 pointing up.
     *
     * @return {Phaser.Math.Matrix4} This Matrix4.
     */
    lookAt: function (eye, center, up)
    {
        var out = this.val;

        var eyex = eye.x;
        var eyey = eye.y;
        var eyez = eye.z;

        var upx = up.x;
        var upy = up.y;
        var upz = up.z;

        var centerx = center.x;
        var centery = center.y;
        var centerz = center.z;

        if (Math.abs(eyex - centerx) < EPSILON &&
            Math.abs(eyey - centery) < EPSILON &&
            Math.abs(eyez - centerz) < EPSILON)
        {
            return this.identity();
        }

        var z0 = eyex - centerx;
        var z1 = eyey - centery;
        var z2 = eyez - centerz;

        var len = 1 / Math.sqrt(z0 * z0 + z1 * z1 + z2 * z2);

        z0 *= len;
        z1 *= len;
        z2 *= len;

        var x0 = upy * z2 - upz * z1;
        var x1 = upz * z0 - upx * z2;
        var x2 = upx * z1 - upy * z0;

        len = Math.sqrt(x0 * x0 + x1 * x1 + x2 * x2);

        if (!len)
        {
            x0 = 0;
            x1 = 0;
            x2 = 0;
        }
        else
        {
            len = 1 / len;
            x0 *= len;
            x1 *= len;
            x2 *= len;
        }

        var y0 = z1 * x2 - z2 * x1;
        var y1 = z2 * x0 - z0 * x2;
        var y2 = z0 * x1 - z1 * x0;

        len = Math.sqrt(y0 * y0 + y1 * y1 + y2 * y2);

        if (!len)
        {
            y0 = 0;
            y1 = 0;
            y2 = 0;
        }
        else
        {
            len = 1 / len;
            y0 *= len;
            y1 *= len;
            y2 *= len;
        }

        out[0] = x0;
        out[1] = y0;
        out[2] = z0;
        out[3] = 0;

        out[4] = x1;
        out[5] = y1;
        out[6] = z1;
        out[7] = 0;

        out[8] = x2;
        out[9] = y2;
        out[10] = z2;
        out[11] = 0;

        out[12] = -(x0 * eyex + x1 * eyey + x2 * eyez);
        out[13] = -(y0 * eyex + y1 * eyey + y2 * eyez);
        out[14] = -(z0 * eyex + z1 * eyey + z2 * eyez);
        out[15] = 1;

        return this;
    },

    /**
     * Set the values of this matrix from the given `yaw`, `pitch` and `roll` values.
     *
     * @method Phaser.Math.Matrix4#yawPitchRoll
     * @since 3.0.0
     *
     * @param {number} yaw - [description]
     * @param {number} pitch - [description]
     * @param {number} roll - [description]
     *
     * @return {Phaser.Math.Matrix4} This Matrix4.
     */
    yawPitchRoll: function (yaw, pitch, roll)
    {
        this.zero();
        _tempMat1.zero();
        _tempMat2.zero();

        var m0 = this.val;
        var m1 = _tempMat1.val;
        var m2 = _tempMat2.val;

        //  Rotate Z
        var s = Math.sin(roll);
        var c = Math.cos(roll);

        m0[10] = 1;
        m0[15] = 1;
        m0[0] = c;
        m0[1] = s;
        m0[4] = -s;
        m0[5] = c;

        //  Rotate X
        s = Math.sin(pitch);
        c = Math.cos(pitch);

        m1[0] = 1;
        m1[15] = 1;
        m1[5] = c;
        m1[10] = c;
        m1[9] = -s;
        m1[6] = s;

        //  Rotate Y
        s = Math.sin(yaw);
        c = Math.cos(yaw);

        m2[5] = 1;
        m2[15] = 1;
        m2[0] = c;
        m2[2] = -s;
        m2[8] = s;
        m2[10] = c;

        this.multiplyLocal(_tempMat1);
        this.multiplyLocal(_tempMat2);

        return this;
    },

    /**
     * Generate a world matrix from the given rotation, position, scale, view matrix and projection matrix.
     *
     * @method Phaser.Math.Matrix4#setWorldMatrix
     * @since 3.0.0
     *
     * @param {Phaser.Math.Vector3} rotation - The rotation of the world matrix.
     * @param {Phaser.Math.Vector3} position - The position of the world matrix.
     * @param {Phaser.Math.Vector3} scale - The scale of the world matrix.
     * @param {Phaser.Math.Matrix4} [viewMatrix] - The view matrix.
     * @param {Phaser.Math.Matrix4} [projectionMatrix] - The projection matrix.
     *
     * @return {Phaser.Math.Matrix4} This Matrix4.
     */
    setWorldMatrix: function (rotation, position, scale, viewMatrix, projectionMatrix)
    {
        this.yawPitchRoll(rotation.y, rotation.x, rotation.z);

        _tempMat1.scaling(scale.x, scale.y, scale.z);
        _tempMat2.xyz(position.x, position.y, position.z);

        this.multiplyLocal(_tempMat1);
        this.multiplyLocal(_tempMat2);

        if (viewMatrix !== undefined)
        {
            this.multiplyLocal(viewMatrix);
        }

        if (projectionMatrix !== undefined)
        {
            this.multiplyLocal(projectionMatrix);
        }

        return this;
    }

});

var _tempMat1 = new Matrix4();
var _tempMat2 = new Matrix4();

module.exports = Matrix4;


/***/ }),
/* 28 */
/***/ (function(module, exports, __webpack_require__) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

//  Adapted from [gl-matrix](https://github.com/toji/gl-matrix) by toji
//  and [vecmath](https://github.com/mattdesl/vecmath) by mattdesl

var Class = __webpack_require__(0);
var Vector3 = __webpack_require__(10);
var Matrix3 = __webpack_require__(26);

var EPSILON = 0.000001;

//  Some shared 'private' arrays
var siNext = new Int8Array([ 1, 2, 0 ]);
var tmp = new Float32Array([ 0, 0, 0 ]);

var xUnitVec3 = new Vector3(1, 0, 0);
var yUnitVec3 = new Vector3(0, 1, 0);

var tmpvec = new Vector3();
var tmpMat3 = new Matrix3();

/**
 * @classdesc
 * A quaternion.
 *
 * @class Quaternion
 * @memberof Phaser.Math
 * @constructor
 * @since 3.0.0
 *
 * @param {number} [x] - The x component.
 * @param {number} [y] - The y component.
 * @param {number} [z] - The z component.
 * @param {number} [w] - The w component.
 */
var Quaternion = new Class({

    initialize:

    function Quaternion (x, y, z, w)
    {
        /**
         * The x component of this Quaternion.
         *
         * @name Phaser.Math.Quaternion#x
         * @type {number}
         * @default 0
         * @since 3.0.0
         */

        /**
         * The y component of this Quaternion.
         *
         * @name Phaser.Math.Quaternion#y
         * @type {number}
         * @default 0
         * @since 3.0.0
         */

        /**
         * The z component of this Quaternion.
         *
         * @name Phaser.Math.Quaternion#z
         * @type {number}
         * @default 0
         * @since 3.0.0
         */

        /**
         * The w component of this Quaternion.
         *
         * @name Phaser.Math.Quaternion#w
         * @type {number}
         * @default 0
         * @since 3.0.0
         */

        if (typeof x === 'object')
        {
            this.x = x.x || 0;
            this.y = x.y || 0;
            this.z = x.z || 0;
            this.w = x.w || 0;
        }
        else
        {
            this.x = x || 0;
            this.y = y || 0;
            this.z = z || 0;
            this.w = w || 0;
        }
    },

    /**
     * Copy the components of a given Quaternion or Vector into this Quaternion.
     *
     * @method Phaser.Math.Quaternion#copy
     * @since 3.0.0
     *
     * @param {(Phaser.Math.Quaternion|Phaser.Math.Vector4)} src - The Quaternion or Vector to copy the components from.
     *
     * @return {Phaser.Math.Quaternion} This Quaternion.
     */
    copy: function (src)
    {
        this.x = src.x;
        this.y = src.y;
        this.z = src.z;
        this.w = src.w;

        return this;
    },

    /**
     * Set the components of this Quaternion.
     *
     * @method Phaser.Math.Quaternion#set
     * @since 3.0.0
     *
     * @param {(number|object)} [x=0] - The x component, or an object containing x, y, z, and w components.
     * @param {number} [y=0] - The y component.
     * @param {number} [z=0] - The z component.
     * @param {number} [w=0] - The w component.
     *
     * @return {Phaser.Math.Quaternion} This Quaternion.
     */
    set: function (x, y, z, w)
    {
        if (typeof x === 'object')
        {
            this.x = x.x || 0;
            this.y = x.y || 0;
            this.z = x.z || 0;
            this.w = x.w || 0;
        }
        else
        {
            this.x = x || 0;
            this.y = y || 0;
            this.z = z || 0;
            this.w = w || 0;
        }

        return this;
    },

    /**
     * Add a given Quaternion or Vector to this Quaternion. Addition is component-wise.
     *
     * @method Phaser.Math.Quaternion#add
     * @since 3.0.0
     *
     * @param {(Phaser.Math.Quaternion|Phaser.Math.Vector4)} v - The Quaternion or Vector to add to this Quaternion.
     *
     * @return {Phaser.Math.Quaternion} This Quaternion.
     */
    add: function (v)
    {
        this.x += v.x;
        this.y += v.y;
        this.z += v.z;
        this.w += v.w;

        return this;
    },

    /**
     * Subtract a given Quaternion or Vector from this Quaternion. Subtraction is component-wise.
     *
     * @method Phaser.Math.Quaternion#subtract
     * @since 3.0.0
     *
     * @param {(Phaser.Math.Quaternion|Phaser.Math.Vector4)} v - The Quaternion or Vector to subtract from this Quaternion.
     *
     * @return {Phaser.Math.Quaternion} This Quaternion.
     */
    subtract: function (v)
    {
        this.x -= v.x;
        this.y -= v.y;
        this.z -= v.z;
        this.w -= v.w;

        return this;
    },

    /**
     * Scale this Quaternion by the given value.
     *
     * @method Phaser.Math.Quaternion#scale
     * @since 3.0.0
     *
     * @param {number} scale - The value to scale this Quaternion by.
     *
     * @return {Phaser.Math.Quaternion} This Quaternion.
     */
    scale: function (scale)
    {
        this.x *= scale;
        this.y *= scale;
        this.z *= scale;
        this.w *= scale;

        return this;
    },

    /**
     * Calculate the length of this Quaternion.
     *
     * @method Phaser.Math.Quaternion#length
     * @since 3.0.0
     *
     * @return {number} The length of this Quaternion.
     */
    length: function ()
    {
        var x = this.x;
        var y = this.y;
        var z = this.z;
        var w = this.w;

        return Math.sqrt(x * x + y * y + z * z + w * w);
    },

    /**
     * Calculate the length of this Quaternion squared.
     *
     * @method Phaser.Math.Quaternion#lengthSq
     * @since 3.0.0
     *
     * @return {number} The length of this Quaternion, squared.
     */
    lengthSq: function ()
    {
        var x = this.x;
        var y = this.y;
        var z = this.z;
        var w = this.w;

        return x * x + y * y + z * z + w * w;
    },

    /**
     * Normalize this Quaternion.
     *
     * @method Phaser.Math.Quaternion#normalize
     * @since 3.0.0
     *
     * @return {Phaser.Math.Quaternion} This Quaternion.
     */
    normalize: function ()
    {
        var x = this.x;
        var y = this.y;
        var z = this.z;
        var w = this.w;
        var len = x * x + y * y + z * z + w * w;

        if (len > 0)
        {
            len = 1 / Math.sqrt(len);

            this.x = x * len;
            this.y = y * len;
            this.z = z * len;
            this.w = w * len;
        }

        return this;
    },

    /**
     * Calculate the dot product of this Quaternion and the given Quaternion or Vector.
     *
     * @method Phaser.Math.Quaternion#dot
     * @since 3.0.0
     *
     * @param {(Phaser.Math.Quaternion|Phaser.Math.Vector4)} v - The Quaternion or Vector to dot product with this Quaternion.
     *
     * @return {number} The dot product of this Quaternion and the given Quaternion or Vector.
     */
    dot: function (v)
    {
        return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
    },

    /**
     * Linearly interpolate this Quaternion towards the given Quaternion or Vector.
     *
     * @method Phaser.Math.Quaternion#lerp
     * @since 3.0.0
     *
     * @param {(Phaser.Math.Quaternion|Phaser.Math.Vector4)} v - The Quaternion or Vector to interpolate towards.
     * @param {number} [t=0] - The percentage of interpolation.
     *
     * @return {Phaser.Math.Quaternion} This Quaternion.
     */
    lerp: function (v, t)
    {
        if (t === undefined) { t = 0; }

        var ax = this.x;
        var ay = this.y;
        var az = this.z;
        var aw = this.w;

        this.x = ax + t * (v.x - ax);
        this.y = ay + t * (v.y - ay);
        this.z = az + t * (v.z - az);
        this.w = aw + t * (v.w - aw);

        return this;
    },

    /**
     * [description]
     *
     * @method Phaser.Math.Quaternion#rotationTo
     * @since 3.0.0
     *
     * @param {Phaser.Math.Vector3} a - [description]
     * @param {Phaser.Math.Vector3} b - [description]
     *
     * @return {Phaser.Math.Quaternion} This Quaternion.
     */
    rotationTo: function (a, b)
    {
        var dot = a.x * b.x + a.y * b.y + a.z * b.z;

        if (dot < -0.999999)
        {
            if (tmpvec.copy(xUnitVec3).cross(a).length() < EPSILON)
            {
                tmpvec.copy(yUnitVec3).cross(a);
            }

            tmpvec.normalize();

            return this.setAxisAngle(tmpvec, Math.PI);

        }
        else if (dot > 0.999999)
        {
            this.x = 0;
            this.y = 0;
            this.z = 0;
            this.w = 1;

            return this;
        }
        else
        {
            tmpvec.copy(a).cross(b);

            this.x = tmpvec.x;
            this.y = tmpvec.y;
            this.z = tmpvec.z;
            this.w = 1 + dot;

            return this.normalize();
        }
    },

    /**
     * Set the axes of this Quaternion.
     *
     * @method Phaser.Math.Quaternion#setAxes
     * @since 3.0.0
     *
     * @param {Phaser.Math.Vector3} view - The view axis.
     * @param {Phaser.Math.Vector3} right - The right axis.
     * @param {Phaser.Math.Vector3} up - The upwards axis.
     *
     * @return {Phaser.Math.Quaternion} This Quaternion.
     */
    setAxes: function (view, right, up)
    {
        var m = tmpMat3.val;

        m[0] = right.x;
        m[3] = right.y;
        m[6] = right.z;

        m[1] = up.x;
        m[4] = up.y;
        m[7] = up.z;

        m[2] = -view.x;
        m[5] = -view.y;
        m[8] = -view.z;

        return this.fromMat3(tmpMat3).normalize();
    },

    /**
     * Reset this Matrix to an identity (default) Quaternion.
     *
     * @method Phaser.Math.Quaternion#identity
     * @since 3.0.0
     *
     * @return {Phaser.Math.Quaternion} This Quaternion.
     */
    identity: function ()
    {
        this.x = 0;
        this.y = 0;
        this.z = 0;
        this.w = 1;

        return this;
    },

    /**
     * Set the axis angle of this Quaternion.
     *
     * @method Phaser.Math.Quaternion#setAxisAngle
     * @since 3.0.0
     *
     * @param {Phaser.Math.Vector3} axis - The axis.
     * @param {number} rad - The angle in radians.
     *
     * @return {Phaser.Math.Quaternion} This Quaternion.
     */
    setAxisAngle: function (axis, rad)
    {
        rad = rad * 0.5;

        var s = Math.sin(rad);

        this.x = s * axis.x;
        this.y = s * axis.y;
        this.z = s * axis.z;
        this.w = Math.cos(rad);

        return this;
    },

    /**
     * Multiply this Quaternion by the given Quaternion or Vector.
     *
     * @method Phaser.Math.Quaternion#multiply
     * @since 3.0.0
     *
     * @param {(Phaser.Math.Quaternion|Phaser.Math.Vector4)} b - The Quaternion or Vector to multiply this Quaternion by.
     *
     * @return {Phaser.Math.Quaternion} This Quaternion.
     */
    multiply: function (b)
    {
        var ax = this.x;
        var ay = this.y;
        var az = this.z;
        var aw = this.w;

        var bx = b.x;
        var by = b.y;
        var bz = b.z;
        var bw = b.w;

        this.x = ax * bw + aw * bx + ay * bz - az * by;
        this.y = ay * bw + aw * by + az * bx - ax * bz;
        this.z = az * bw + aw * bz + ax * by - ay * bx;
        this.w = aw * bw - ax * bx - ay * by - az * bz;

        return this;
    },

    /**
     * Smoothly linearly interpolate this Quaternion towards the given Quaternion or Vector.
     *
     * @method Phaser.Math.Quaternion#slerp
     * @since 3.0.0
     *
     * @param {(Phaser.Math.Quaternion|Phaser.Math.Vector4)} b - The Quaternion or Vector to interpolate towards.
     * @param {number} t - The percentage of interpolation.
     *
     * @return {Phaser.Math.Quaternion} This Quaternion.
     */
    slerp: function (b, t)
    {
        // benchmarks: http://jsperf.com/quaternion-slerp-implementations

        var ax = this.x;
        var ay = this.y;
        var az = this.z;
        var aw = this.w;

        var bx = b.x;
        var by = b.y;
        var bz = b.z;
        var bw = b.w;

        // calc cosine
        var cosom = ax * bx + ay * by + az * bz + aw * bw;

        // adjust signs (if necessary)
        if (cosom < 0)
        {
            cosom = -cosom;
            bx = - bx;
            by = - by;
            bz = - bz;
            bw = - bw;
        }

        // "from" and "to" quaternions are very close
        //  ... so we can do a linear interpolation
        var scale0 = 1 - t;
        var scale1 = t;

        // calculate coefficients
        if ((1 - cosom) > EPSILON)
        {
            // standard case (slerp)
            var omega = Math.acos(cosom);
            var sinom = Math.sin(omega);

            scale0 = Math.sin((1.0 - t) * omega) / sinom;
            scale1 = Math.sin(t * omega) / sinom;
        }

        // calculate final values
        this.x = scale0 * ax + scale1 * bx;
        this.y = scale0 * ay + scale1 * by;
        this.z = scale0 * az + scale1 * bz;
        this.w = scale0 * aw + scale1 * bw;

        return this;
    },

    /**
     * Invert this Quaternion.
     *
     * @method Phaser.Math.Quaternion#invert
     * @since 3.0.0
     *
     * @return {Phaser.Math.Quaternion} This Quaternion.
     */
    invert: function ()
    {
        var a0 = this.x;
        var a1 = this.y;
        var a2 = this.z;
        var a3 = this.w;

        var dot = a0 * a0 + a1 * a1 + a2 * a2 + a3 * a3;
        var invDot = (dot) ? 1 / dot : 0;

        // TODO: Would be faster to return [0,0,0,0] immediately if dot == 0

        this.x = -a0 * invDot;
        this.y = -a1 * invDot;
        this.z = -a2 * invDot;
        this.w = a3 * invDot;

        return this;
    },

    /**
     * Convert this Quaternion into its conjugate.
     *
     * Sets the x, y and z components.
     *
     * @method Phaser.Math.Quaternion#conjugate
     * @since 3.0.0
     *
     * @return {Phaser.Math.Quaternion} This Quaternion.
     */
    conjugate: function ()
    {
        this.x = -this.x;
        this.y = -this.y;
        this.z = -this.z;

        return this;
    },

    /**
     * Rotate this Quaternion on the X axis.
     *
     * @method Phaser.Math.Quaternion#rotateX
     * @since 3.0.0
     *
     * @param {number} rad - The rotation angle in radians.
     *
     * @return {Phaser.Math.Quaternion} This Quaternion.
     */
    rotateX: function (rad)
    {
        rad *= 0.5;

        var ax = this.x;
        var ay = this.y;
        var az = this.z;
        var aw = this.w;

        var bx = Math.sin(rad);
        var bw = Math.cos(rad);

        this.x = ax * bw + aw * bx;
        this.y = ay * bw + az * bx;
        this.z = az * bw - ay * bx;
        this.w = aw * bw - ax * bx;

        return this;
    },

    /**
     * Rotate this Quaternion on the Y axis.
     *
     * @method Phaser.Math.Quaternion#rotateY
     * @since 3.0.0
     *
     * @param {number} rad - The rotation angle in radians.
     *
     * @return {Phaser.Math.Quaternion} This Quaternion.
     */
    rotateY: function (rad)
    {
        rad *= 0.5;

        var ax = this.x;
        var ay = this.y;
        var az = this.z;
        var aw = this.w;

        var by = Math.sin(rad);
        var bw = Math.cos(rad);

        this.x = ax * bw - az * by;
        this.y = ay * bw + aw * by;
        this.z = az * bw + ax * by;
        this.w = aw * bw - ay * by;

        return this;
    },

    /**
     * Rotate this Quaternion on the Z axis.
     *
     * @method Phaser.Math.Quaternion#rotateZ
     * @since 3.0.0
     *
     * @param {number} rad - The rotation angle in radians.
     *
     * @return {Phaser.Math.Quaternion} This Quaternion.
     */
    rotateZ: function (rad)
    {
        rad *= 0.5;

        var ax = this.x;
        var ay = this.y;
        var az = this.z;
        var aw = this.w;

        var bz = Math.sin(rad);
        var bw = Math.cos(rad);

        this.x = ax * bw + ay * bz;
        this.y = ay * bw - ax * bz;
        this.z = az * bw + aw * bz;
        this.w = aw * bw - az * bz;

        return this;
    },

    /**
     * Create a unit (or rotation) Quaternion from its x, y, and z components.
     *
     * Sets the w component.
     *
     * @method Phaser.Math.Quaternion#calculateW
     * @since 3.0.0
     *
     * @return {Phaser.Math.Quaternion} This Quaternion.
     */
    calculateW: function ()
    {
        var x = this.x;
        var y = this.y;
        var z = this.z;

        this.w = -Math.sqrt(1.0 - x * x - y * y - z * z);

        return this;
    },

    /**
     * Convert the given Matrix into this Quaternion.
     *
     * @method Phaser.Math.Quaternion#fromMat3
     * @since 3.0.0
     *
     * @param {Phaser.Math.Matrix3} mat - The Matrix to convert from.
     *
     * @return {Phaser.Math.Quaternion} This Quaternion.
     */
    fromMat3: function (mat)
    {
        // benchmarks:
        //    http://jsperf.com/typed-array-access-speed
        //    http://jsperf.com/conversion-of-3x3-matrix-to-quaternion

        // Algorithm in Ken Shoemake's article in 1987 SIGGRAPH course notes
        // article "Quaternion Calculus and Fast Animation".
        var m = mat.val;
        var fTrace = m[0] + m[4] + m[8];
        var fRoot;

        if (fTrace > 0)
        {
            // |w| > 1/2, may as well choose w > 1/2
            fRoot = Math.sqrt(fTrace + 1.0); // 2w

            this.w = 0.5 * fRoot;

            fRoot = 0.5 / fRoot; // 1/(4w)

            this.x = (m[7] - m[5]) * fRoot;
            this.y = (m[2] - m[6]) * fRoot;
            this.z = (m[3] - m[1]) * fRoot;
        }
        else
        {
            // |w| <= 1/2
            var i = 0;

            if (m[4] > m[0])
            {
                i = 1;
            }

            if (m[8] > m[i * 3 + i])
            {
                i = 2;
            }

            var j = siNext[i];
            var k = siNext[j];

            //  This isn't quite as clean without array access
            fRoot = Math.sqrt(m[i * 3 + i] - m[j * 3 + j] - m[k * 3 + k] + 1);
            tmp[i] = 0.5 * fRoot;

            fRoot = 0.5 / fRoot;

            tmp[j] = (m[j * 3 + i] + m[i * 3 + j]) * fRoot;
            tmp[k] = (m[k * 3 + i] + m[i * 3 + k]) * fRoot;

            this.x = tmp[0];
            this.y = tmp[1];
            this.z = tmp[2];
            this.w = (m[k * 3 + j] - m[j * 3 + k]) * fRoot;
        }

        return this;
    }

});

module.exports = Quaternion;


/***/ }),
/* 29 */
/***/ (function(module, exports, __webpack_require__) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

var Extend = __webpack_require__(14);
var XHRSettings = __webpack_require__(30);

/**
 * Takes two XHRSettings Objects and creates a new XHRSettings object from them.
 *
 * The new object is seeded by the values given in the global settings, but any setting in
 * the local object overrides the global ones.
 *
 * @function Phaser.Loader.MergeXHRSettings
 * @since 3.0.0
 *
 * @param {Phaser.Types.Loader.XHRSettingsObject} global - The global XHRSettings object.
 * @param {Phaser.Types.Loader.XHRSettingsObject} local - The local XHRSettings object.
 *
 * @return {Phaser.Types.Loader.XHRSettingsObject} A newly formed XHRSettings object.
 */
var MergeXHRSettings = function (global, local)
{
    var output = (global === undefined) ? XHRSettings() : Extend({}, global);

    if (local)
    {
        for (var setting in local)
        {
            if (local[setting] !== undefined)
            {
                output[setting] = local[setting];
            }
        }
    }

    return output;
};

module.exports = MergeXHRSettings;


/***/ }),
/* 30 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * Creates an XHRSettings Object with default values.
 *
 * @function Phaser.Loader.XHRSettings
 * @since 3.0.0
 *
 * @param {XMLHttpRequestResponseType} [responseType=''] - The responseType, such as 'text'.
 * @param {boolean} [async=true] - Should the XHR request use async or not?
 * @param {string} [user=''] - Optional username for the XHR request.
 * @param {string} [password=''] - Optional password for the XHR request.
 * @param {integer} [timeout=0] - Optional XHR timeout value.
 *
 * @return {Phaser.Types.Loader.XHRSettingsObject} The XHRSettings object as used by the Loader.
 */
var XHRSettings = function (responseType, async, user, password, timeout)
{
    if (responseType === undefined) { responseType = ''; }
    if (async === undefined) { async = true; }
    if (user === undefined) { user = ''; }
    if (password === undefined) { password = ''; }
    if (timeout === undefined) { timeout = 0; }

    // Before sending a request, set the xhr.responseType to "text",
    // "arraybuffer", "blob", or "document", depending on your data needs.
    // Note, setting xhr.responseType = '' (or omitting) will default the response to "text".

    return {

        //  Ignored by the Loader, only used by File.
        responseType: responseType,

        async: async,

        //  credentials
        user: user,
        password: password,

        //  timeout in ms (0 = no timeout)
        timeout: timeout,

        //  setRequestHeader
        header: undefined,
        headerValue: undefined,
        requestedWith: false,

        //  overrideMimeType
        overrideMimeType: undefined

    };
};

module.exports = XHRSettings;


/***/ }),
/* 31 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * A NOOP (No Operation) callback function.
 *
 * Used internally by Phaser when it's more expensive to determine if a callback exists
 * than it is to just invoke an empty function.
 *
 * @function Phaser.Utils.NOOP
 * @since 3.0.0
 */
var NOOP = function ()
{
    //  NOOP
};

module.exports = NOOP;


/***/ }),
/* 32 */
/***/ (function(module, exports, __webpack_require__) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
 */

var BuildGameObject = __webpack_require__(33);
var Class = __webpack_require__(0);
var GetValue = __webpack_require__(11);
var ResizeEvent = __webpack_require__(143);
var ScenePlugin = __webpack_require__(144);
var Spine = __webpack_require__(166);
var SpineFile = __webpack_require__(167);
var SpineGameObject = __webpack_require__(185);

/**
 * @classdesc
 * The Spine Plugin is a Scene based plugin that handles the creation and rendering of Spine Game Objects.
 * 
 * All rendering and object creation is handled via the official Spine Runtimes. This version of the plugin
 * uses the Spine 3.8 runtimes. Files created in a different version of Spine may not work as a result.
 * 
 * You can find more details about Spine at http://esotericsoftware.com/.
 * 
 * Please note that you require a Spine license in order to use Spine Runtimes in your games.
 * 
 * You can install this plugin into your Phaser game by either importing it, if you're using ES6:
 * 
 * ```javascript
 * import * as SpinePlugin from './SpinePlugin.js';
 * ```
 * 
 * and then adding it to your Phaser Game configuration:
 * 
 * ```javascript
 * plugins: {
 *     scene: [
 *         { key: 'SpinePlugin', plugin: window.SpinePlugin, mapping: 'spine' }
 *     ]
 * }
 * ```
 * 
 * If you're using ES5 then you can load the Spine Plugin in a Scene files payload, _within_ your
 * Game Configuration object, like this:
 * 
 * ```javascript
 * scene: {
 *     preload: preload,
 *     create: create,
 *     pack: {
 *         files: [
 *             { type: 'scenePlugin', key: 'SpinePlugin', url: 'plugins/SpinePlugin.js', sceneKey: 'spine' }
 *         ]
 *     }
 * }
 * ```
 * 
 * Loading it like this allows you to then use commands such as `this.load.spine` from within the
 * same Scene. Alternatively, you can use the method `this.load.plugin` to load the plugin via the normal
 * Phaser Loader. However, doing so will not add it to the current Scene. It will be available from any
 * subsequent Scenes.
 * 
 * Assuming a default environment you access it from within a Scene by using the `this.spine` reference.
 * 
 * When this plugin is installed into a Scene it will add a Loader File Type, allowing you to load
 * Spine files directly, i.e.:
 * 
 * ```javascript
 * this.load.spine('stretchyman', 'stretchyman-pro.json', [ 'stretchyman-pma.atlas' ], true);
 * ```
 * 
 * It also installs a Game Object Factory method, allowin you to create Spine Game Objects:
 * 
 * ```javascript
 * this.add.spine(512, 650, 'stretchyman')
 * ```
 * 
 * The first argument is the key which you used when importing the Spine data. There are lots of
 * things you can specify, such as the animation name, skeleton, slot attachments and more. Please
 * see the respective documentation and examples for further details.
 * 
 * Phaser expects the Spine data to be exported from the Spine application in a JSON format, not binary.
 * The associated atlas files are scanned for any texture files present in them, which are then loaded.
 * If you have exported your Spine data with preMultipiedAlpha set, then you should enable this in the
 * load arguments, or you may see black outlines around skeleton textures.
 * 
 * The Spine plugin is local to the Scene in which it is installed. This means a change to something,
 * such as the Skeleton Debug Renderer, in this Scene, will not impact the renderer in any other Scene.
 * The only exception to this is with the caches this plugin creates. Spine atlas and texture data are
 * stored in their own caches, which are global, meaning they're accessible from any Scene in your
 * game, regardless if the Scene loaded the Spine data or not.
 * 
 * For details about the Spine Runtime API see http://esotericsoftware.com/spine-api-reference
 *
 * @class SpinePlugin
 * @extends Phaser.Plugins.ScenePlugin
 * @constructor
 * @since 3.19.0
 *
 * @param {Phaser.Scene} scene - A reference to the Scene that has installed this plugin.
 * @param {Phaser.Plugins.PluginManager} pluginManager - A reference to the Phaser Plugin Manager.
 */
var SpinePlugin = new Class({

    Extends: ScenePlugin,

    initialize:

    function SpinePlugin (scene, pluginManager)
    {
        ScenePlugin.call(this, scene, pluginManager);

        var game = pluginManager.game;

        /**
         * A read-only flag that indicates if the game is running under WebGL or Canvas.
         *
         * @name SpinePlugin#isWebGL
         * @type {boolean}
         * @readonly
         * @since 3.19.0
         */
        this.isWebGL = (game.config.renderType === 2);

        /**
         * A custom cache that stores the Spine atlas data.
         * 
         * This cache is global across your game, allowing you to access Spine data loaded from other Scenes,
         * no matter which Scene you are in.
         *
         * @name SpinePlugin#cache
         * @type {Phaser.Cache.BaseCache}
         * @since 3.19.0
         */
        this.cache = game.cache.addCustom('spine');

        /**
         * A custom cache that stores the Spine Textures.
         * 
         * This cache is global across your game, allowing you to access Spine data loaded from other Scenes,
         * no matter which Scene you are in.
         *
         * @name SpinePlugin#spineTextures
         * @type {Phaser.Cache.BaseCache}
         * @since 3.19.0
         */
        this.spineTextures = game.cache.addCustom('spineTextures');

        /**
         * A reference to the global JSON Cache.
         *
         * @name SpinePlugin#json
         * @type {Phaser.Cache.BaseCache}
         * @since 3.19.0
         */
        this.json = game.cache.json;

        /**
         * A reference to the global Texture Manager.
         *
         * @name SpinePlugin#textures
         * @type {Phaser.Textures.TextureManager}
         * @since 3.19.0
         */
        this.textures = game.textures;

        /**
         * A flag that sets if the Skeleton Renderers will render debug information over the top
         * of the skeleton or not.
         *
         * @name SpinePlugin#drawDebug
         * @type {boolean}
         * @since 3.19.0
         */
        this.drawDebug = false;

        /**
         * The underlying WebGL context of the Phaser renderer.
         * 
         * Only set if running in WebGL mode.
         *
         * @name SpinePlugin#gl
         * @type {WebGLRenderingContext}
         * @since 3.19.0
         */
        this.gl;

        /**
         * A reference to either the Canvas or WebGL Renderer that this Game is using.
         *
         * @name SpinePlugin#renderer
         * @type {(Phaser.Renderer.Canvas.CanvasRenderer|Phaser.Renderer.WebGL.WebGLRenderer)}
         * @since 3.19.0
         */
        this.renderer;

        /**
         * An instance of the Spine WebGL Scene Renderer.
         * 
         * Only set if running in WebGL mode.
         *
         * @name SpinePlugin#sceneRenderer
         * @type {spine.webgl.SceneRenderer}
         * @since 3.19.0
         */
        this.sceneRenderer;

        /**
         * An instance of the Spine Skeleton Renderer.
         *
         * @name SpinePlugin#skeletonRenderer
         * @type {(spine.canvas.SkeletonRenderer|spine.webgl.SkeletonRenderer)}
         * @since 3.19.0
         */
        this.skeletonRenderer;

        /**
         * An instance of the Spine Skeleton Debug Renderer.
         * 
         * Only set if running in WebGL mode.
         *
         * @name SpinePlugin#skeletonDebugRenderer
         * @type {spine.webgl.skeletonDebugRenderer}
         * @since 3.19.0
         */
        this.skeletonDebugRenderer;

        /**
         * A reference to the Spine runtime.
         * This is the runtime created by Esoteric Software
         *
         * @name SpinePlugin#plugin
         * @type {spine}
         * @since 3.19.0
         */
        this.plugin = Spine;

        /**
         * An internal vector3 used by the screen to world method.
         *
         * @name SpinePlugin#temp1
         * @private
         * @type {spine.webgl.Vector3}
         * @since 3.19.0
         */
        this.temp1;

        /**
         * An internal vector3 used by the screen to world method.
         *
         * @name SpinePlugin#temp2
         * @private
         * @type {spine.webgl.Vector3}
         * @since 3.19.0
         */
        this.temp2;

        if (this.isWebGL)
        {
            this.runtime = Spine.webgl;

            this.renderer = game.renderer;
            this.gl = game.renderer.gl;

            this.getAtlas = this.getAtlasWebGL;
        }
        else
        {
            this.runtime = Spine.canvas;

            this.renderer = game.renderer;

            this.getAtlas = this.getAtlasCanvas;
        }

        var _this = this;

        var add = function (x, y, key, animationName, loop)
        {
            var spineGO = new SpineGameObject(this.scene, _this, x, y, key, animationName, loop);
    
            this.displayList.add(spineGO);
            this.updateList.add(spineGO);
        
            return spineGO;
        };

        var make = function (config, addToScene)
        {
            if (config === undefined) { config = {}; }
    
            var key = GetValue(config, 'key', null);
            var animationName = GetValue(config, 'animationName', null);
            var loop = GetValue(config, 'loop', false);
    
            var spineGO = new SpineGameObject(this.scene, _this, 0, 0, key, animationName, loop);
    
            if (addToScene !== undefined)
            {
                config.add = addToScene;
            }
    
            BuildGameObject(this.scene, spineGO, config);
    
            //  Spine specific
            var skinName = GetValue(config, 'skinName', false);
    
            if (skinName)
            {
                spineGO.setSkinByName(skinName);
            }
    
            var slotName = GetValue(config, 'slotName', false);
            var attachmentName = GetValue(config, 'attachmentName', null);
    
            if (slotName)
            {
                spineGO.setAttachment(slotName, attachmentName);
            }
    
            return spineGO.refresh();
        };

        pluginManager.registerFileType('spine', this.spineFileCallback, scene);
        pluginManager.registerGameObject('spine', add, make);
    },

    /**
     * Internal boot handler.
     *
     * @method SpinePlugin#boot
     * @private
     * @since 3.19.0
     */
    boot: function ()
    {
        if (this.isWebGL)
        {
            this.bootWebGL();
            this.onResize();
            this.game.scale.on(ResizeEvent, this.onResize, this);
        }
        else
        {
            this.bootCanvas();
        }

        var eventEmitter = this.systems.events;

        eventEmitter.once('shutdown', this.shutdown, this);
        eventEmitter.once('destroy', this.destroy, this);
    },

    /**
     * Internal boot handler for the Canvas Renderer.
     *
     * @method SpinePlugin#bootCanvas
     * @private
     * @since 3.19.0
     */
    bootCanvas: function ()
    {
        this.skeletonRenderer = new Spine.canvas.SkeletonRenderer(this.scene.sys.context);
    },

    /**
     * Internal boot handler for the WebGL Renderer.
     *
     * @method SpinePlugin#bootWebGL
     * @private
     * @since 3.19.0
     */
    bootWebGL: function ()
    {
        this.sceneRenderer = new Spine.webgl.SceneRenderer(this.renderer.canvas, this.gl, true);

        //  Monkeypatch the Spine setBlendMode functions, or batching is destroyed

        var setBlendMode = function (srcBlend, dstBlend)
        {
            if (srcBlend !== this.srcBlend || dstBlend !== this.dstBlend)
            {
                var gl = this.context.gl;

                this.srcBlend = srcBlend;
                this.dstBlend = dstBlend;

                if (this.isDrawing)
                {
                    this.flush();
                    gl.blendFunc(this.srcBlend, this.dstBlend);
                }
            }
        };

        this.sceneRenderer.batcher.setBlendMode = setBlendMode;
        this.sceneRenderer.shapes.setBlendMode = setBlendMode;

        this.skeletonRenderer = this.sceneRenderer.skeletonRenderer;
        this.skeletonDebugRenderer = this.sceneRenderer.skeletonDebugRenderer;

        this.temp1 = new Spine.webgl.Vector3(0, 0, 0);
        this.temp2 = new Spine.webgl.Vector3(0, 0, 0);
    },

    /**
     * Gets a loaded Spine Atlas from the cache and creates a new Spine Texture Atlas,
     * then returns it. You do not normally need to invoke this method directly.
     *
     * @method SpinePlugin#getAtlasCanvas
     * @since 3.19.0
     * 
     * @param {string} key - The key of the Spine Atlas to create.
     * 
     * @return {spine.TextureAtlas} The Spine Texture Atlas, or undefined if the given key wasn't found.
     */
    getAtlasCanvas: function (key)
    {
        var atlasEntry = this.cache.get(key);

        if (!atlasEntry)
        {
            console.warn('No atlas data for: ' + key);
            return;
        }

        var atlas;
        var spineTextures = this.spineTextures;

        if (spineTextures.has(key))
        {
            atlas = spineTextures.get(key);
        }
        else
        {
            var textures = this.textures;

            atlas = new Spine.TextureAtlas(atlasEntry.data, function (path)
            {
                return new Spine.canvas.CanvasTexture(textures.get(path).getSourceImage());
            });
        }

        return atlas;
    },

    /**
     * Gets a loaded Spine Atlas from the cache and creates a new Spine Texture Atlas,
     * then returns it. You do not normally need to invoke this method directly.
     *
     * @method SpinePlugin#getAtlasWebGL
     * @since 3.19.0
     * 
     * @param {string} key - The key of the Spine Atlas to create.
     * 
     * @return {spine.TextureAtlas} The Spine Texture Atlas, or undefined if the given key wasn't found.
     */
    getAtlasWebGL: function (key)
    {
        var atlasEntry = this.cache.get(key);

        if (!atlasEntry)
        {
            console.warn('No atlas data for: ' + key);
            return;
        }

        var atlas;
        var spineTextures = this.spineTextures;

        if (spineTextures.has(key))
        {
            atlas = spineTextures.get(key);
        }
        else
        {
            var textures = this.textures;

            var gl = this.sceneRenderer.context.gl;

            gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, false);

            atlas = new Spine.TextureAtlas(atlasEntry.data, function (path)
            {
                return new Spine.webgl.GLTexture(gl, textures.get(path).getSourceImage(), false);
            });
        }

        return atlas;
    },

    /**
     * Adds a Spine Skeleton and Atlas file, or array of files, to the current load queue.
     *
     * You can call this method from within your Scene's `preload`, along with any other files you wish to load:
     * 
     * ```javascript
     * function preload ()
     * {
     *     this.load.spine('spineBoy', 'boy.json', 'boy.atlas', true);
     * }
     * ```
     *
     * The file is **not** loaded right away. It is added to a queue ready to be loaded either when the loader starts,
     * or if it's already running, when the next free load slot becomes available. This happens automatically if you
     * are calling this from within the Scene's `preload` method, or a related callback. Because the file is queued
     * it means you cannot use the file immediately after calling this method, but must wait for the file to complete.
     * The typical flow for a Phaser Scene is that you load assets in the Scene's `preload` method and then when the
     * Scene's `create` method is called you are guaranteed that all of those assets are ready for use and have been
     * loaded.
     * 
     * If you call this from outside of `preload` then you are responsible for starting the Loader afterwards and monitoring
     * its events to know when it's safe to use the asset. Please see the Phaser.Loader.LoaderPlugin class for more details.
     * 
     * Phaser expects the Spine data to be exported from the Spine application in a JSON format, not binary. The associated
     * atlas files are scanned for any texture files present in them, which are then loaded. If you have exported
     * your Spine data with preMultipiedAlpha set, then you should enable this in the arguments, or you may see black
     * outlines around skeleton textures.
     * 
     * The key must be a unique String. It is used to add the file to the global Spine cache upon a successful load.
     * The key should be unique both in terms of files being loaded and files already present in the Spine cache.
     * Loading a file using a key that is already taken will result in a warning.
     *
     * Instead of passing arguments you can pass a configuration object, such as:
     * 
     * ```javascript
     * this.load.spine({
     *     key: 'mainmenu',
     *     jsonURL: 'boy.json',
     *     atlasURL: 'boy.atlas',
     *     preMultipliedAlpha: true
     * });
     * ```
     * 
     * If you need to load multiple Spine atlas files, provide them as an array:
     * 
     * ```javascript
     * function preload ()
     * {
     *     this.load.spine('demos', 'demos.json', [ 'atlas1.atlas', 'atlas2.atlas' ], true);
     * }
     * ```
     *
     * See the documentation for `Phaser.Types.Loader.FileTypes.SpineFileConfig` for more details.
     *
     * If you have specified a prefix in the loader, via `Loader.setPrefix` then this value will be prepended to this files
     * key. For example, if the prefix was `MENU.` and the key was `Background` the final key will be `MENU.Background` and
     * this is what you would use to retrieve the data from the Spine plugin.
     *
     * The URL can be relative or absolute. If the URL is relative the `Loader.baseURL` and `Loader.path` values will be prepended to it.
     *
     * If the URL isn't specified the Loader will take the key and create a filename from that. For example if the key is "alien"
     * and no URL is given then the Loader will set the URL to be "alien.json". It will always add `.json` as the extension, although
     * this can be overridden if using an object instead of method arguments. If you do not desire this action then provide a URL.
     *
     * Note: The ability to load this type of file will only be available if the Spine Plugin has been built or loaded into Phaser.
     *
     * @method Phaser.Loader.LoaderPlugin#spine
     * @fires Phaser.Loader.LoaderPlugin#addFileEvent
     * @since 3.19.0
     *
     * @param {(string|Phaser.Types.Loader.FileTypes.JSONFileConfig|Phaser.Types.Loader.FileTypes.JSONFileConfig[])} key - The key to use for this file, or a file configuration object, or array of them.
     * @param {string} jsonURL - The absolute or relative URL to load the Spine json file from. If undefined or `null` it will be set to `<key>.json`, i.e. if `key` was "alien" then the URL will be "alien.json".
     * @param {string|string[]} atlasURL - The absolute or relative URL to load the Spine atlas file from. If undefined or `null` it will be set to `<key>.atlas`, i.e. if `key` was "alien" then the URL will be "alien.atlas".
     * @param {boolean} [preMultipiedAlpha=false] - Do the texture files include pre-multiplied alpha or not?
     * @param {Phaser.Types.Loader.XHRSettingsObject} [textureXhrSettings] - An XHR Settings configuration object for the Spine json file. Used in replacement of the Loaders default XHR Settings.
     * @param {Phaser.Types.Loader.XHRSettingsObject} [atlasXhrSettings] - An XHR Settings configuration object for the Spine atlas file. Used in replacement of the Loaders default XHR Settings.
     *
     * @return {Phaser.Loader.LoaderPlugin} The Loader instance.
     */
    spineFileCallback: function (key, jsonURL, atlasURL, preMultipliedAlpha, jsonXhrSettings, atlasXhrSettings)
    {
        var multifile;
   
        if (Array.isArray(key))
        {
            for (var i = 0; i < key.length; i++)
            {
                multifile = new SpineFile(this, key[i]);
    
                this.addFile(multifile.files);
            }
        }
        else
        {
            multifile = new SpineFile(this, key, jsonURL, atlasURL, preMultipliedAlpha, jsonXhrSettings, atlasXhrSettings);

            this.addFile(multifile.files);
        }
        
        return this;
    },

    /**
     * Converts the given x and y screen coordinates into the world space of the given Skeleton.
     * 
     * Only works in WebGL.
     *
     * @method SpinePlugin#worldToLocal
     * @since 3.19.0
     * 
     * @param {number} x - The screen space x coordinate to convert.
     * @param {number} y - The screen space y coordinate to convert.
     * @param {spine.Skeleton} skeleton - The Spine Skeleton to convert into.
     * @param {spine.Bone} [bone] - Optional bone of the Skeleton to convert into.
     * 
     * @return {spine.Vector2} A Vector2 containing the translated point.
     */
    worldToLocal: function (x, y, skeleton, bone)
    {
        var temp1 = this.temp1;
        var temp2 = this.temp2;
        var camera = this.sceneRenderer.camera;

        temp1.set(x + skeleton.x, y - skeleton.y, 0);

        var width = camera.viewportWidth;
        var height = camera.viewportHeight;

        camera.screenToWorld(temp1, width, height);

        if (bone && bone.parent !== null)
        {
            bone.parent.worldToLocal(temp2.set(temp1.x - skeleton.x, temp1.y - skeleton.y, 0));

            return new Spine.Vector2(temp2.x, temp2.y);
        }
        else if (bone)
        {
            return new Spine.Vector2(temp1.x - skeleton.x, temp1.y - skeleton.y);
        }
        else
        {
            return new Spine.Vector2(temp1.x, temp1.y);
        }
    },

    /**
     * Returns a Spine Vector2 based on the given x and y values.
     *
     * @method SpinePlugin#getVector2
     * @since 3.19.0
     * 
     * @param {number} x - The Vector x value.
     * @param {number} y - The Vector y value.
     * 
     * @return {spine.Vector2} A Spine Vector2 based on the given values.
     */
    getVector2: function (x, y)
    {
        return new Spine.Vector2(x, y);
    },

    /**
     * Returns a Spine Vector2 based on the given x, y and z values.
     * 
     * Only works in WebGL.
     *
     * @method SpinePlugin#getVector3
     * @since 3.19.0
     * 
     * @param {number} x - The Vector x value.
     * @param {number} y - The Vector y value.
     * @param {number} z - The Vector z value.
     * 
     * @return {spine.Vector2} A Spine Vector2 based on the given values.
     */
    getVector3: function (x, y, z)
    {
        return new Spine.webgl.Vector3(x, y, z);
    },

    /**
     * Sets `drawBones` in the Spine Skeleton Debug Renderer.
     * 
     * Only works in WebGL.
     *
     * @method SpinePlugin#setDebugBones
     * @since 3.19.0
     * 
     * @param {boolean} [value=true] - The value to set in the debug property.
     * 
     * @return {this} This Spine Plugin.
     */
    setDebugBones: function (value)
    {
        if (value === undefined) { value = true; }

        this.skeletonDebugRenderer.drawBones = value;

        return this;
    },

    /**
     * Sets `drawRegionAttachments` in the Spine Skeleton Debug Renderer.
     * 
     * Only works in WebGL.
     *
     * @method SpinePlugin#setDebugRegionAttachments
     * @since 3.19.0
     * 
     * @param {boolean} [value=true] - The value to set in the debug property.
     * 
     * @return {this} This Spine Plugin.
     */
    setDebugRegionAttachments: function (value)
    {
        if (value === undefined) { value = true; }

        this.skeletonDebugRenderer.drawRegionAttachments = value;

        return this;
    },

    /**
     * Sets `drawBoundingBoxes` in the Spine Skeleton Debug Renderer.
     * 
     * Only works in WebGL.
     *
     * @method SpinePlugin#setDebugBoundingBoxes
     * @since 3.19.0
     * 
     * @param {boolean} [value=true] - The value to set in the debug property.
     * 
     * @return {this} This Spine Plugin.
     */
    setDebugBoundingBoxes: function (value)
    {
        if (value === undefined) { value = true; }

        this.skeletonDebugRenderer.drawBoundingBoxes = value;

        return this;
    },

    /**
     * Sets `drawMeshHull` in the Spine Skeleton Debug Renderer.
     * 
     * Only works in WebGL.
     *
     * @method SpinePlugin#setDebugMeshHull
     * @since 3.19.0
     * 
     * @param {boolean} [value=true] - The value to set in the debug property.
     * 
     * @return {this} This Spine Plugin.
     */
    setDebugMeshHull: function (value)
    {
        if (value === undefined) { value = true; }

        this.skeletonDebugRenderer.drawMeshHull = value;

        return this;
    },

    /**
     * Sets `drawMeshTriangles` in the Spine Skeleton Debug Renderer.
     * 
     * Only works in WebGL.
     *
     * @method SpinePlugin#setDebugMeshTriangles
     * @since 3.19.0
     * 
     * @param {boolean} [value=true] - The value to set in the debug property.
     * 
     * @return {this} This Spine Plugin.
     */
    setDebugMeshTriangles: function (value)
    {
        if (value === undefined) { value = true; }

        this.skeletonDebugRenderer.drawMeshTriangles = value;

        return this;
    },

    /**
     * Sets `drawPaths` in the Spine Skeleton Debug Renderer.
     * 
     * Only works in WebGL.
     *
     * @method SpinePlugin#setDebugPaths
     * @since 3.19.0
     * 
     * @param {boolean} [value=true] - The value to set in the debug property.
     * 
     * @return {this} This Spine Plugin.
     */
    setDebugPaths: function (value)
    {
        if (value === undefined) { value = true; }

        this.skeletonDebugRenderer.drawPaths = value;

        return this;
    },

    /**
     * Sets `drawSkeletonXY` in the Spine Skeleton Debug Renderer.
     * 
     * Only works in WebGL.
     *
     * @method SpinePlugin#setDebugSkeletonXY
     * @since 3.19.0
     * 
     * @param {boolean} [value=true] - The value to set in the debug property.
     * 
     * @return {this} This Spine Plugin.
     */
    setDebugSkeletonXY: function (value)
    {
        if (value === undefined) { value = true; }

        this.skeletonDebugRenderer.drawSkeletonXY = value;

        return this;
    },

    /**
     * Sets `drawClipping` in the Spine Skeleton Debug Renderer.
     * 
     * Only works in WebGL.
     *
     * @method SpinePlugin#setDebugClipping
     * @since 3.19.0
     * 
     * @param {boolean} [value=true] - The value to set in the debug property.
     * 
     * @return {this} This Spine Plugin.
     */
    setDebugClipping: function (value)
    {
        if (value === undefined) { value = true; }

        this.skeletonDebugRenderer.drawClipping = value;

        return this;
    },

    /**
     * Sets the given vertex effect on the Spine Skeleton Renderer.
     * 
     * Only works in WebGL.
     *
     * @method SpinePlugin#setEffect
     * @since 3.19.0
     * 
     * @param {spine.VertexEffect} [effect] - The vertex effect to set on the Skeleton Renderer.
     * 
     * @return {this} This Spine Plugin.
     */
    setEffect: function (effect)
    {
        this.sceneRenderer.skeletonRenderer.vertexEffect = effect;

        return this;
    },

    /**
     * Creates a Spine Skeleton based on the given key and optional Skeleton JSON data.
     * 
     * The Skeleton data should have already been loaded before calling this method.
     *
     * @method SpinePlugin#createSkeleton
     * @since 3.19.0
     * 
     * @param {string} key - The key of the Spine skeleton data, as loaded by the plugin. If the Spine JSON contains multiple skeletons, reference them with a period, i.e. `set.spineBoy`.
     * @param {object} [skeletonJSON] - Optional Skeleton JSON data to use, instead of getting it from the cache.
     * 
     * @return {(any|null)} This Spine Skeleton data object, or `null` if the key was invalid.
     */
    createSkeleton: function (key, skeletonJSON)
    {
        var atlasKey = key;
        var jsonKey = key;
        var split = (key.indexOf('.') !== -1);

        if (split)
        {
            var parts = key.split('.');

            atlasKey = parts.shift();
            jsonKey = parts.join('.');
        }

        var atlasData = this.cache.get(atlasKey);
        var atlas = this.getAtlas(atlasKey);

        if (!atlas)
        {
            return null;
        }

        if (!this.spineTextures.has(atlasKey))
        {
            this.spineTextures.add(atlasKey, atlas);
        }

        var preMultipliedAlpha = atlasData.preMultipliedAlpha;

        var atlasLoader = new Spine.AtlasAttachmentLoader(atlas);
        
        var skeletonJson = new Spine.SkeletonJson(atlasLoader);

        var data;

        if (skeletonJSON)
        {
            data = skeletonJSON;
        }
        else
        {
            var json = this.json.get(atlasKey);

            data = (split) ? GetValue(json, jsonKey) : json;
        }

        if (data)
        {
            var skeletonData = skeletonJson.readSkeletonData(data);

            var skeleton = new Spine.Skeleton(skeletonData);
        
            return { skeletonData: skeletonData, skeleton: skeleton, preMultipliedAlpha: preMultipliedAlpha };
        }
        else
        {
            return null;
        }
    },

    /**
     * Creates a new Animation State and Animation State Data for the given skeleton.
     * 
     * The returned object contains two properties: `state` and `stateData` respectively.
     *
     * @method SpinePlugin#createAnimationState
     * @since 3.19.0
     * 
     * @param {spine.Skeleton} skeleton - The Skeleton to create the Animation State for.
     * 
     * @return {any} An object containing the Animation State and Animation State Data instances.
     */
    createAnimationState: function (skeleton)
    {
        var stateData = new Spine.AnimationStateData(skeleton.data);

        var state = new Spine.AnimationState(stateData);

        return { stateData: stateData, state: state };
    },

    /**
     * Returns the axis aligned bounding box (AABB) of the region and mesh attachments for the current pose.
     * 
     * The returned object contains two properties: `offset` and `size`:
     * 
     * `offset` - The distance from the skeleton origin to the bottom left corner of the AABB.
     * `size` - The width and height of the AABB.
     *
     * @method SpinePlugin#getBounds
     * @since 3.19.0
     * 
     * @param {spine.Skeleton} skeleton - The Skeleton to get the bounds from.
     * 
     * @return {any} The bounds object.
     */
    getBounds: function (skeleton)
    {
        var offset = new Spine.Vector2();
        var size = new Spine.Vector2();

        skeleton.getBounds(offset, size, []);

        return { offset: offset, size: size };
    },

    /**
     * Internal handler for when the renderer resizes.
     * 
     * Only called if running in WebGL.
     *
     * @method SpinePlugin#onResize
     * @since 3.19.0
     */
    onResize: function ()
    {
        var renderer = this.renderer;
        var sceneRenderer = this.sceneRenderer;

        var viewportWidth = renderer.width;
        var viewportHeight = renderer.height;

        sceneRenderer.camera.position.x = viewportWidth / 2;
        sceneRenderer.camera.position.y = viewportHeight / 2;
    
        sceneRenderer.camera.viewportWidth = viewportWidth;
        sceneRenderer.camera.viewportHeight = viewportHeight;
    },

    /**
     * The Scene that owns this plugin is shutting down.
     * 
     * We need to kill and reset all internal properties as well as stop listening to Scene events.
     *
     * @method SpinePlugin#shutdown
     * @private
     * @since 3.19.0
     */
    shutdown: function ()
    {
        var eventEmitter = this.systems.events;

        eventEmitter.off('shutdown', this.shutdown, this);
    },

    /**
     * The Scene that owns this plugin is being destroyed.
     * 
     * We need to shutdown and then kill off all external references.
     *
     * @method SpinePlugin#destroy
     * @private
     * @since 3.19.0
     */
    destroy: function ()
    {
        this.shutdown();

        if (this.sceneRenderer)
        {
            this.sceneRenderer.dispose();
        }

        this.pluginManager.removeGameObject('spine', true, true);

        this.pluginManager = null;
        this.game = null;
        this.scene = null;
        this.systems = null;

        this.cache = null;
        this.spineTextures = null;
        this.json = null;
        this.textures = null;
        this.sceneRenderer = null;
        this.skeletonRenderer = null;
        this.gl = null;
    }

});

/**
 * Creates a new Spine Game Object and adds it to the Scene.
 * 
 * The x and y coordinate given is used to set the placement of the root Spine bone, which can vary from
 * skeleton to skeleton. All rotation and scaling happens from the root bone placement. Spine Game Objects
 * do not have a Phaser origin.
 * 
 * If the Spine JSON file exported multiple Skeletons within it, then you can specify them by using a period
 * character in the key. For example, if you loaded a Spine JSON using the key `monsters` and it contains
 * multiple Skeletons, including one called `goblin` then you would use the key `monsters.goblin` to reference
 * that.
 * 
 * ```javascript
 * let jelly = this.add.spine(512, 550, 'jelly', 'jelly-think', true);
 * ```
 * 
 * The key is optional. If not passed here, you need to call `SpineGameObject.setSkeleton()` to use it.
 * 
 * The animation name is also optional and can be set later via `SpineGameObject.setAnimation`.
 * 
 * Should you wish for more control over the object creation, such as setting a slot attachment or skin
 * name, then use `SpinePlugin.make` instead.
 *
 * @method SpinePlugin#add
 * @since 3.19.0
 * 
 * @param {number} x - The horizontal position of this Game Object in the world.
 * @param {number} y - The vertical position of this Game Object in the world.
 * @param {string} [key] - The key of the Spine Skeleton this Game Object will use, as stored in the Spine Plugin.
 * @param {string} [animationName] - The name of the animation to set on this Skeleton.
 * @param {boolean} [loop=false] - Should the animation playback be looped or not?
 *
 * @return {SpineGameObject} The Game Object that was created.
 */

/**
 * Creates a new Spine Game Object from the given configuration file and optionally adds it to the Scene.
 * 
 * The x and y coordinate given is used to set the placement of the root Spine bone, which can vary from
 * skeleton to skeleton. All rotation and scaling happens from the root bone placement. Spine Game Objects
 * do not have a Phaser origin.
 * 
 * If the Spine JSON file exported multiple Skeletons within it, then you can specify them by using a period
 * character in the key. For example, if you loaded a Spine JSON using the key `monsters` and it contains
 * multiple Skeletons, including one called `goblin` then you would use the key `monsters.goblin` to reference
 * that.
 * 
 * ```javascript
 * let jelly = this.make.spine({
 *     x: 500, y: 500, key: 'jelly',
 *     scale: 1.5,
 *     skinName: 'square_Green',
 *     animationName: 'jelly-idle', loop: true,
 *     slotName: 'hat', attachmentName: 'images/La_14'
 * });
 * ```
 *
 * @method SpinePlugin#make
 * @since 3.19.0
 *
 * @param {any} config - The configuration object this Game Object will use to create itself.
 * @param {boolean} [addToScene] - Add this Game Object to the Scene after creating it? If set this argument overrides the `add` property in the config object.
 *
 * @return {SpineGameObject} The Game Object that was created.
 */

module.exports = SpinePlugin;


/***/ }),
/* 33 */
/***/ (function(module, exports, __webpack_require__) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

var BlendModes = __webpack_require__(34);
var GetAdvancedValue = __webpack_require__(35);

/**
 * Builds a Game Object using the provided configuration object.
 *
 * @function Phaser.GameObjects.BuildGameObject
 * @since 3.0.0
 *
 * @param {Phaser.Scene} scene - A reference to the Scene.
 * @param {Phaser.GameObjects.GameObject} gameObject - The initial GameObject.
 * @param {Phaser.Types.GameObjects.GameObjectConfig} config - The config to build the GameObject with.
 *
 * @return {Phaser.GameObjects.GameObject} The built Game Object.
 */
var BuildGameObject = function (scene, gameObject, config)
{
    //  Position

    gameObject.x = GetAdvancedValue(config, 'x', 0);
    gameObject.y = GetAdvancedValue(config, 'y', 0);
    gameObject.depth = GetAdvancedValue(config, 'depth', 0);

    //  Flip

    gameObject.flipX = GetAdvancedValue(config, 'flipX', false);
    gameObject.flipY = GetAdvancedValue(config, 'flipY', false);

    //  Scale
    //  Either: { scale: 2 } or { scale: { x: 2, y: 2 }}

    var scale = GetAdvancedValue(config, 'scale', null);

    if (typeof scale === 'number')
    {
        gameObject.setScale(scale);
    }
    else if (scale !== null)
    {
        gameObject.scaleX = GetAdvancedValue(scale, 'x', 1);
        gameObject.scaleY = GetAdvancedValue(scale, 'y', 1);
    }

    //  ScrollFactor
    //  Either: { scrollFactor: 2 } or { scrollFactor: { x: 2, y: 2 }}

    var scrollFactor = GetAdvancedValue(config, 'scrollFactor', null);

    if (typeof scrollFactor === 'number')
    {
        gameObject.setScrollFactor(scrollFactor);
    }
    else if (scrollFactor !== null)
    {
        gameObject.scrollFactorX = GetAdvancedValue(scrollFactor, 'x', 1);
        gameObject.scrollFactorY = GetAdvancedValue(scrollFactor, 'y', 1);
    }

    //  Rotation

    gameObject.rotation = GetAdvancedValue(config, 'rotation', 0);

    var angle = GetAdvancedValue(config, 'angle', null);

    if (angle !== null)
    {
        gameObject.angle = angle;
    }

    //  Alpha

    gameObject.alpha = GetAdvancedValue(config, 'alpha', 1);

    //  Origin
    //  Either: { origin: 0.5 } or { origin: { x: 0.5, y: 0.5 }}

    var origin = GetAdvancedValue(config, 'origin', null);

    if (typeof origin === 'number')
    {
        gameObject.setOrigin(origin);
    }
    else if (origin !== null)
    {
        var ox = GetAdvancedValue(origin, 'x', 0.5);
        var oy = GetAdvancedValue(origin, 'y', 0.5);

        gameObject.setOrigin(ox, oy);
    }

    //  BlendMode

    gameObject.blendMode = GetAdvancedValue(config, 'blendMode', BlendModes.NORMAL);

    //  Visible

    gameObject.visible = GetAdvancedValue(config, 'visible', true);

    //  Add to Scene

    var add = GetAdvancedValue(config, 'add', true);

    if (add)
    {
        scene.sys.displayList.add(gameObject);
    }

    if (gameObject.preUpdate)
    {
        scene.sys.updateList.add(gameObject);
    }

    return gameObject;
};

module.exports = BuildGameObject;


/***/ }),
/* 34 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * Phaser Blend Modes.
 * 
 * @namespace Phaser.BlendModes
 * @since 3.0.0
 */

module.exports = {

    /**
     * Skips the Blend Mode check in the renderer.
     * 
     * @name Phaser.BlendModes.SKIP_CHECK
     * @type {integer}
     * @const
     * @since 3.0.0
     */
    SKIP_CHECK: -1,

    /**
     * Normal blend mode. For Canvas and WebGL.
     * This is the default setting and draws new shapes on top of the existing canvas content.
     * 
     * @name Phaser.BlendModes.NORMAL
     * @type {integer}
     * @const
     * @since 3.0.0
     */
    NORMAL: 0,

    /**
     * Add blend mode. For Canvas and WebGL.
     * Where both shapes overlap the color is determined by adding color values.
     * 
     * @name Phaser.BlendModes.ADD
     * @type {integer}
     * @const
     * @since 3.0.0
     */
    ADD: 1,

    /**
     * Multiply blend mode. For Canvas and WebGL.
     * The pixels are of the top layer are multiplied with the corresponding pixel of the bottom layer. A darker picture is the result.
     * 
     * @name Phaser.BlendModes.MULTIPLY
     * @type {integer}
     * @const
     * @since 3.0.0
     */
    MULTIPLY: 2,

    /**
     * Screen blend mode. For Canvas and WebGL.
     * The pixels are inverted, multiplied, and inverted again. A lighter picture is the result (opposite of multiply)
     * 
     * @name Phaser.BlendModes.SCREEN
     * @type {integer}
     * @const
     * @since 3.0.0
     */
    SCREEN: 3,

    /**
     * Overlay blend mode. For Canvas only.
     * A combination of multiply and screen. Dark parts on the base layer become darker, and light parts become lighter.
     * 
     * @name Phaser.BlendModes.OVERLAY
     * @type {integer}
     * @const
     * @since 3.0.0
     */
    OVERLAY: 4,

    /**
     * Darken blend mode. For Canvas only.
     * Retains the darkest pixels of both layers.
     * 
     * @name Phaser.BlendModes.DARKEN
     * @type {integer}
     * @const
     * @since 3.0.0
     */
    DARKEN: 5,

    /**
     * Lighten blend mode. For Canvas only.
     * Retains the lightest pixels of both layers.
     * 
     * @name Phaser.BlendModes.LIGHTEN
     * @type {integer}
     * @const
     * @since 3.0.0
     */
    LIGHTEN: 6,

    /**
     * Color Dodge blend mode. For Canvas only.
     * Divides the bottom layer by the inverted top layer.
     * 
     * @name Phaser.BlendModes.COLOR_DODGE
     * @type {integer}
     * @const
     * @since 3.0.0
     */
    COLOR_DODGE: 7,

    /**
     * Color Burn blend mode. For Canvas only.
     * Divides the inverted bottom layer by the top layer, and then inverts the result.
     * 
     * @name Phaser.BlendModes.COLOR_BURN
     * @type {integer}
     * @const
     * @since 3.0.0
     */
    COLOR_BURN: 8,

    /**
     * Hard Light blend mode. For Canvas only.
     * A combination of multiply and screen like overlay, but with top and bottom layer swapped.
     * 
     * @name Phaser.BlendModes.HARD_LIGHT
     * @type {integer}
     * @const
     * @since 3.0.0
     */
    HARD_LIGHT: 9,

    /**
     * Soft Light blend mode. For Canvas only.
     * A softer version of hard-light. Pure black or white does not result in pure black or white.
     * 
     * @name Phaser.BlendModes.SOFT_LIGHT
     * @type {integer}
     * @const
     * @since 3.0.0
     */
    SOFT_LIGHT: 10,

    /**
     * Difference blend mode. For Canvas only.
     * Subtracts the bottom layer from the top layer or the other way round to always get a positive value.
     * 
     * @name Phaser.BlendModes.DIFFERENCE
     * @type {integer}
     * @const
     * @since 3.0.0
     */
    DIFFERENCE: 11,

    /**
     * Exclusion blend mode. For Canvas only.
     * Like difference, but with lower contrast.
     * 
     * @name Phaser.BlendModes.EXCLUSION
     * @type {integer}
     * @const
     * @since 3.0.0
     */
    EXCLUSION: 12,

    /**
     * Hue blend mode. For Canvas only.
     * Preserves the luma and chroma of the bottom layer, while adopting the hue of the top layer.
     * 
     * @name Phaser.BlendModes.HUE
     * @type {integer}
     * @const
     * @since 3.0.0
     */
    HUE: 13,

    /**
     * Saturation blend mode. For Canvas only.
     * Preserves the luma and hue of the bottom layer, while adopting the chroma of the top layer.
     * 
     * @name Phaser.BlendModes.SATURATION
     * @type {integer}
     * @const
     * @since 3.0.0
     */
    SATURATION: 14,

    /**
     * Color blend mode. For Canvas only.
     * Preserves the luma of the bottom layer, while adopting the hue and chroma of the top layer.
     * 
     * @name Phaser.BlendModes.COLOR
     * @type {integer}
     * @const
     * @since 3.0.0
     */
    COLOR: 15,

    /**
     * Luminosity blend mode. For Canvas only.
     * Preserves the hue and chroma of the bottom layer, while adopting the luma of the top layer.
     * 
     * @name Phaser.BlendModes.LUMINOSITY
     * @type {integer}
     * @const
     * @since 3.0.0
     */
    LUMINOSITY: 16,

    /**
     * Alpha erase blend mode. For Canvas and WebGL.
     * 
     * @name Phaser.BlendModes.ERASE
     * @type {integer}
     * @const
     * @since 3.0.0
     */
    ERASE: 17,

    /**
     * Source-in blend mode. For Canvas only.
     * The new shape is drawn only where both the new shape and the destination canvas overlap. Everything else is made transparent.
     * 
     * @name Phaser.BlendModes.SOURCE_IN
     * @type {integer}
     * @const
     * @since 3.0.0
     */
    SOURCE_IN: 18,

    /**
     * Source-out blend mode. For Canvas only.
     * The new shape is drawn where it doesn't overlap the existing canvas content.
     * 
     * @name Phaser.BlendModes.SOURCE_OUT
     * @type {integer}
     * @const
     * @since 3.0.0
     */
    SOURCE_OUT: 19,

    /**
     * Source-out blend mode. For Canvas only.
     * The new shape is only drawn where it overlaps the existing canvas content.
     * 
     * @name Phaser.BlendModes.SOURCE_ATOP
     * @type {integer}
     * @const
     * @since 3.0.0
     */
    SOURCE_ATOP: 20,

    /**
     * Destination-over blend mode. For Canvas only.
     * New shapes are drawn behind the existing canvas content.
     * 
     * @name Phaser.BlendModes.DESTINATION_OVER
     * @type {integer}
     * @const
     * @since 3.0.0
     */
    DESTINATION_OVER: 21,

    /**
     * Destination-in blend mode. For Canvas only.
     * The existing canvas content is kept where both the new shape and existing canvas content overlap. Everything else is made transparent.
     * 
     * @name Phaser.BlendModes.DESTINATION_IN
     * @type {integer}
     * @const
     * @since 3.0.0
     */
    DESTINATION_IN: 22,

    /**
     * Destination-out blend mode. For Canvas only.
     * The existing content is kept where it doesn't overlap the new shape.
     * 
     * @name Phaser.BlendModes.DESTINATION_OUT
     * @type {integer}
     * @const
     * @since 3.0.0
     */
    DESTINATION_OUT: 23,

    /**
     * Destination-out blend mode. For Canvas only.
     * The existing canvas is only kept where it overlaps the new shape. The new shape is drawn behind the canvas content.
     * 
     * @name Phaser.BlendModes.DESTINATION_ATOP
     * @type {integer}
     * @const
     * @since 3.0.0
     */
    DESTINATION_ATOP: 24,

    /**
     * Lighten blend mode. For Canvas only.
     * Where both shapes overlap the color is determined by adding color values.
     * 
     * @name Phaser.BlendModes.LIGHTER
     * @type {integer}
     * @const
     * @since 3.0.0
     */
    LIGHTER: 25,

    /**
     * Copy blend mode. For Canvas only.
     * Only the new shape is shown.
     * 
     * @name Phaser.BlendModes.COPY
     * @type {integer}
     * @const
     * @since 3.0.0
     */
    COPY: 26,

    /**
     * Xor blend mode. For Canvas only.
     * Shapes are made transparent where both overlap and drawn normal everywhere else.
     * 
     * @name Phaser.BlendModes.XOR
     * @type {integer}
     * @const
     * @since 3.0.0
     */
    XOR: 27

};


/***/ }),
/* 35 */
/***/ (function(module, exports, __webpack_require__) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

var MATH = __webpack_require__(36);
var GetValue = __webpack_require__(11);

/**
 * Retrieves a value from an object. Allows for more advanced selection options, including:
 *
 * Allowed types:
 * 
 * Implicit
 * {
 *     x: 4
 * }
 *
 * From function
 * {
 *     x: function ()
 * }
 *
 * Randomly pick one element from the array
 * {
 *     x: [a, b, c, d, e, f]
 * }
 *
 * Random integer between min and max:
 * {
 *     x: { randInt: [min, max] }
 * }
 *
 * Random float between min and max:
 * {
 *     x: { randFloat: [min, max] }
 * }
 * 
 *
 * @function Phaser.Utils.Objects.GetAdvancedValue
 * @since 3.0.0
 *
 * @param {object} source - The object to retrieve the value from.
 * @param {string} key - The name of the property to retrieve from the object. If a property is nested, the names of its preceding properties should be separated by a dot (`.`) - `banner.hideBanner` would return the value of the `hideBanner` property from the object stored in the `banner` property of the `source` object.
 * @param {*} defaultValue - The value to return if the `key` isn't found in the `source` object.
 *
 * @return {*} The value of the requested key.
 */
var GetAdvancedValue = function (source, key, defaultValue)
{
    var value = GetValue(source, key, null);

    if (value === null)
    {
        return defaultValue;
    }
    else if (Array.isArray(value))
    {
        return MATH.RND.pick(value);
    }
    else if (typeof value === 'object')
    {
        if (value.hasOwnProperty('randInt'))
        {
            return MATH.RND.integerInRange(value.randInt[0], value.randInt[1]);
        }
        else if (value.hasOwnProperty('randFloat'))
        {
            return MATH.RND.realInRange(value.randFloat[0], value.randFloat[1]);
        }
    }
    else if (typeof value === 'function')
    {
        return value(key);
    }

    return value;
};

module.exports = GetAdvancedValue;


/***/ }),
/* 36 */
/***/ (function(module, exports, __webpack_require__) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

var CONST = __webpack_require__(1);
var Extend = __webpack_require__(14);

/**
 * @namespace Phaser.Math
 */

var PhaserMath = {

    //  Collections of functions
    Angle: __webpack_require__(37),
    Distance: __webpack_require__(44),
    Easing: __webpack_require__(48),
    Fuzzy: __webpack_require__(93),
    Interpolation: __webpack_require__(99),
    Pow2: __webpack_require__(107),
    Snap: __webpack_require__(111),

    //  Expose the RNG Class
    RandomDataGenerator: __webpack_require__(115),

    //  Single functions
    Average: __webpack_require__(116),
    Bernstein: __webpack_require__(19),
    Between: __webpack_require__(117),
    CatmullRom: __webpack_require__(21),
    CeilTo: __webpack_require__(118),
    Clamp: __webpack_require__(8),
    DegToRad: __webpack_require__(25),
    Difference: __webpack_require__(119),
    Factorial: __webpack_require__(20),
    FloatBetween: __webpack_require__(120),
    FloorTo: __webpack_require__(121),
    FromPercent: __webpack_require__(122),
    GetSpeed: __webpack_require__(123),
    IsEven: __webpack_require__(124),
    IsEvenStrict: __webpack_require__(125),
    Linear: __webpack_require__(22),
    MaxAdd: __webpack_require__(126),
    MinSub: __webpack_require__(127),
    Percent: __webpack_require__(128),
    RadToDeg: __webpack_require__(9),
    RandomXY: __webpack_require__(129),
    RandomXYZ: __webpack_require__(130),
    RandomXYZW: __webpack_require__(131),
    Rotate: __webpack_require__(132),
    RotateAround: __webpack_require__(133),
    RotateAroundDistance: __webpack_require__(134),
    RoundAwayFromZero: __webpack_require__(135),
    RoundTo: __webpack_require__(136),
    SinCosTableGenerator: __webpack_require__(137),
    SmootherStep: __webpack_require__(24),
    SmoothStep: __webpack_require__(23),
    ToXY: __webpack_require__(138),
    TransformXY: __webpack_require__(139),
    Within: __webpack_require__(140),
    Wrap: __webpack_require__(4),

    //  Vector classes
    Vector2: __webpack_require__(5),
    Vector3: __webpack_require__(10),
    Vector4: __webpack_require__(141),
    Matrix3: __webpack_require__(26),
    Matrix4: __webpack_require__(27),
    Quaternion: __webpack_require__(28),
    RotateVec3: __webpack_require__(142)

};

//   Merge in the consts

PhaserMath = Extend(false, PhaserMath, CONST);

//  Export it

module.exports = PhaserMath;


/***/ }),
/* 37 */
/***/ (function(module, exports, __webpack_require__) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * @namespace Phaser.Math.Angle
 */

module.exports = {

    Between: __webpack_require__(15),
    BetweenPoints: __webpack_require__(38),
    BetweenPointsY: __webpack_require__(39),
    BetweenY: __webpack_require__(40),
    CounterClockwise: __webpack_require__(7),
    Normalize: __webpack_require__(16),
    Reverse: __webpack_require__(41),
    RotateTo: __webpack_require__(42),
    ShortestBetween: __webpack_require__(43),
    Wrap: __webpack_require__(17),
    WrapDegrees: __webpack_require__(18)

};


/***/ }),
/* 38 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * Find the angle of a segment from (point1.x, point1.y) -> (point2.x, point2.y).
 *
 * Calculates the angle of the vector from the first point to the second point.
 *
 * @function Phaser.Math.Angle.BetweenPoints
 * @since 3.0.0
 *
 * @param {(Phaser.Geom.Point|object)} point1 - The first point.
 * @param {(Phaser.Geom.Point|object)} point2 - The second point.
 *
 * @return {number} The angle in radians.
 */
var BetweenPoints = function (point1, point2)
{
    return Math.atan2(point2.y - point1.y, point2.x - point1.x);
};

module.exports = BetweenPoints;


/***/ }),
/* 39 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * Find the angle of a segment from (point1.x, point1.y) -> (point2.x, point2.y).
 *
 * The difference between this method and {@link Phaser.Math.Angle.BetweenPoints} is that this assumes the y coordinate
 * travels down the screen.
 *
 * @function Phaser.Math.Angle.BetweenPointsY
 * @since 3.0.0
 *
 * @param {(Phaser.Geom.Point|object)} point1 - The first point.
 * @param {(Phaser.Geom.Point|object)} point2 - The second point.
 *
 * @return {number} The angle in radians.
 */
var BetweenPointsY = function (point1, point2)
{
    return Math.atan2(point2.x - point1.x, point2.y - point1.y);
};

module.exports = BetweenPointsY;


/***/ }),
/* 40 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * Find the angle of a segment from (x1, y1) -> (x2, y2).
 *
 * The difference between this method and {@link Phaser.Math.Angle.Between} is that this assumes the y coordinate
 * travels down the screen.
 *
 * @function Phaser.Math.Angle.BetweenY
 * @since 3.0.0
 *
 * @param {number} x1 - The x coordinate of the first point.
 * @param {number} y1 - The y coordinate of the first point.
 * @param {number} x2 - The x coordinate of the second point.
 * @param {number} y2 - The y coordinate of the second point.
 *
 * @return {number} The angle in radians.
 */
var BetweenY = function (x1, y1, x2, y2)
{
    return Math.atan2(x2 - x1, y2 - y1);
};

module.exports = BetweenY;


/***/ }),
/* 41 */
/***/ (function(module, exports, __webpack_require__) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

var Normalize = __webpack_require__(16);

/**
 * Reverse the given angle.
 *
 * @function Phaser.Math.Angle.Reverse
 * @since 3.0.0
 *
 * @param {number} angle - The angle to reverse, in radians.
 *
 * @return {number} The reversed angle, in radians.
 */
var Reverse = function (angle)
{
    return Normalize(angle + Math.PI);
};

module.exports = Reverse;


/***/ }),
/* 42 */
/***/ (function(module, exports, __webpack_require__) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

var MATH_CONST = __webpack_require__(1);

/**
 * Rotates `currentAngle` towards `targetAngle`, taking the shortest rotation distance. The `lerp` argument is the amount to rotate by in this call.
 *
 * @function Phaser.Math.Angle.RotateTo
 * @since 3.0.0
 *
 * @param {number} currentAngle - The current angle, in radians.
 * @param {number} targetAngle - The target angle to rotate to, in radians.
 * @param {number} [lerp=0.05] - The lerp value to add to the current angle.
 *
 * @return {number} The adjusted angle.
 */
var RotateTo = function (currentAngle, targetAngle, lerp)
{
    if (lerp === undefined) { lerp = 0.05; }

    if (currentAngle === targetAngle)
    {
        return currentAngle;
    }

    if (Math.abs(targetAngle - currentAngle) <= lerp || Math.abs(targetAngle - currentAngle) >= (MATH_CONST.PI2 - lerp))
    {
        currentAngle = targetAngle;
    }
    else
    {
        if (Math.abs(targetAngle - currentAngle) > Math.PI)
        {
            if (targetAngle < currentAngle)
            {
                targetAngle += MATH_CONST.PI2;
            }
            else
            {
                targetAngle -= MATH_CONST.PI2;
            }
        }

        if (targetAngle > currentAngle)
        {
            currentAngle += lerp;
        }
        else if (targetAngle < currentAngle)
        {
            currentAngle -= lerp;
        }
    }

    return currentAngle;
};

module.exports = RotateTo;


/***/ }),
/* 43 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * Gets the shortest angle between `angle1` and `angle2`.
 *
 * Both angles must be in the range -180 to 180, which is the same clamped
 * range that `sprite.angle` uses, so you can pass in two sprite angles to
 * this method and get the shortest angle back between the two of them.
 *
 * The angle returned will be in the same range. If the returned angle is
 * greater than 0 then it's a counter-clockwise rotation, if < 0 then it's
 * a clockwise rotation.
 *
 * TODO: Wrap the angles in this function?
 *
 * @function Phaser.Math.Angle.ShortestBetween
 * @since 3.0.0
 *
 * @param {number} angle1 - The first angle in the range -180 to 180.
 * @param {number} angle2 - The second angle in the range -180 to 180.
 *
 * @return {number} The shortest angle, in degrees. If greater than zero it's a counter-clockwise rotation.
 */
var ShortestBetween = function (angle1, angle2)
{
    var difference = angle2 - angle1;

    if (difference === 0)
    {
        return 0;
    }

    var times = Math.floor((difference - (-180)) / 360);

    return difference - (times * 360);

};

module.exports = ShortestBetween;


/***/ }),
/* 44 */
/***/ (function(module, exports, __webpack_require__) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * @namespace Phaser.Math.Distance
 */

module.exports = {

    Between: __webpack_require__(45),
    Power: __webpack_require__(46),
    Squared: __webpack_require__(47)

};


/***/ }),
/* 45 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * Calculate the distance between two sets of coordinates (points).
 *
 * @function Phaser.Math.Distance.Between
 * @since 3.0.0
 *
 * @param {number} x1 - The x coordinate of the first point.
 * @param {number} y1 - The y coordinate of the first point.
 * @param {number} x2 - The x coordinate of the second point.
 * @param {number} y2 - The y coordinate of the second point.
 *
 * @return {number} The distance between each point.
 */
var DistanceBetween = function (x1, y1, x2, y2)
{
    var dx = x1 - x2;
    var dy = y1 - y2;

    return Math.sqrt(dx * dx + dy * dy);
};

module.exports = DistanceBetween;


/***/ }),
/* 46 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * Calculate the distance between two sets of coordinates (points) to the power of `pow`.
 *
 * @function Phaser.Math.Distance.Power
 * @since 3.0.0
 *
 * @param {number} x1 - The x coordinate of the first point.
 * @param {number} y1 - The y coordinate of the first point.
 * @param {number} x2 - The x coordinate of the second point.
 * @param {number} y2 - The y coordinate of the second point.
 * @param {number} pow - The exponent.
 *
 * @return {number} The distance between each point.
 */
var DistancePower = function (x1, y1, x2, y2, pow)
{
    if (pow === undefined) { pow = 2; }

    return Math.sqrt(Math.pow(x2 - x1, pow) + Math.pow(y2 - y1, pow));
};

module.exports = DistancePower;


/***/ }),
/* 47 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * Calculate the distance between two sets of coordinates (points), squared.
 *
 * @function Phaser.Math.Distance.Squared
 * @since 3.0.0
 *
 * @param {number} x1 - The x coordinate of the first point.
 * @param {number} y1 - The y coordinate of the first point.
 * @param {number} x2 - The x coordinate of the second point.
 * @param {number} y2 - The y coordinate of the second point.
 *
 * @return {number} The distance between each point, squared.
 */
var DistanceSquared = function (x1, y1, x2, y2)
{
    var dx = x1 - x2;
    var dy = y1 - y2;

    return dx * dx + dy * dy;
};

module.exports = DistanceSquared;


/***/ }),
/* 48 */
/***/ (function(module, exports, __webpack_require__) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * @namespace Phaser.Math.Easing
 */

module.exports = {

    Back: __webpack_require__(49),
    Bounce: __webpack_require__(53),
    Circular: __webpack_require__(57),
    Cubic: __webpack_require__(61),
    Elastic: __webpack_require__(65),
    Expo: __webpack_require__(69),
    Linear: __webpack_require__(73),
    Quadratic: __webpack_require__(75),
    Quartic: __webpack_require__(79),
    Quintic: __webpack_require__(83),
    Sine: __webpack_require__(87),
    Stepped: __webpack_require__(91)

};


/***/ }),
/* 49 */
/***/ (function(module, exports, __webpack_require__) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * @namespace Phaser.Math.Easing.Back
 */

module.exports = {

    In: __webpack_require__(50),
    Out: __webpack_require__(51),
    InOut: __webpack_require__(52)

};


/***/ }),
/* 50 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * Back ease-in.
 *
 * @function Phaser.Math.Easing.Back.In
 * @since 3.0.0
 *
 * @param {number} v - The value to be tweened.
 * @param {number} [overshoot=1.70158] - The overshoot amount.
 *
 * @return {number} The tweened value.
 */
var In = function (v, overshoot)
{
    if (overshoot === undefined) { overshoot = 1.70158; }

    return v * v * ((overshoot + 1) * v - overshoot);
};

module.exports = In;


/***/ }),
/* 51 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * Back ease-out.
 *
 * @function Phaser.Math.Easing.Back.Out
 * @since 3.0.0
 *
 * @param {number} v - The value to be tweened.
 * @param {number} [overshoot=1.70158] - The overshoot amount.
 *
 * @return {number} The tweened value.
 */
var Out = function (v, overshoot)
{
    if (overshoot === undefined) { overshoot = 1.70158; }

    return --v * v * ((overshoot + 1) * v + overshoot) + 1;
};

module.exports = Out;


/***/ }),
/* 52 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * Back ease-in/out.
 *
 * @function Phaser.Math.Easing.Back.InOut
 * @since 3.0.0
 *
 * @param {number} v - The value to be tweened.
 * @param {number} [overshoot=1.70158] - The overshoot amount.
 *
 * @return {number} The tweened value.
 */
var InOut = function (v, overshoot)
{
    if (overshoot === undefined) { overshoot = 1.70158; }

    var s = overshoot * 1.525;

    if ((v *= 2) < 1)
    {
        return 0.5 * (v * v * ((s + 1) * v - s));
    }
    else
    {
        return 0.5 * ((v -= 2) * v * ((s + 1) * v + s) + 2);
    }
};

module.exports = InOut;


/***/ }),
/* 53 */
/***/ (function(module, exports, __webpack_require__) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * @namespace Phaser.Math.Easing.Bounce
 */

module.exports = {

    In: __webpack_require__(54),
    Out: __webpack_require__(55),
    InOut: __webpack_require__(56)

};


/***/ }),
/* 54 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * Bounce ease-in.
 *
 * @function Phaser.Math.Easing.Bounce.In
 * @since 3.0.0
 *
 * @param {number} v - The value to be tweened.
 *
 * @return {number} The tweened value.
 */
var In = function (v)
{
    v = 1 - v;

    if (v < 1 / 2.75)
    {
        return 1 - (7.5625 * v * v);
    }
    else if (v < 2 / 2.75)
    {
        return 1 - (7.5625 * (v -= 1.5 / 2.75) * v + 0.75);
    }
    else if (v < 2.5 / 2.75)
    {
        return 1 - (7.5625 * (v -= 2.25 / 2.75) * v + 0.9375);
    }
    else
    {
        return 1 - (7.5625 * (v -= 2.625 / 2.75) * v + 0.984375);
    }
};

module.exports = In;


/***/ }),
/* 55 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * Bounce ease-out.
 *
 * @function Phaser.Math.Easing.Bounce.Out
 * @since 3.0.0
 *
 * @param {number} v - The value to be tweened.
 *
 * @return {number} The tweened value.
 */
var Out = function (v)
{
    if (v < 1 / 2.75)
    {
        return 7.5625 * v * v;
    }
    else if (v < 2 / 2.75)
    {
        return 7.5625 * (v -= 1.5 / 2.75) * v + 0.75;
    }
    else if (v < 2.5 / 2.75)
    {
        return 7.5625 * (v -= 2.25 / 2.75) * v + 0.9375;
    }
    else
    {
        return 7.5625 * (v -= 2.625 / 2.75) * v + 0.984375;
    }
};

module.exports = Out;


/***/ }),
/* 56 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * Bounce ease-in/out.
 *
 * @function Phaser.Math.Easing.Bounce.InOut
 * @since 3.0.0
 *
 * @param {number} v - The value to be tweened.
 *
 * @return {number} The tweened value.
 */
var InOut = function (v)
{
    var reverse = false;

    if (v < 0.5)
    {
        v = 1 - (v * 2);
        reverse = true;
    }
    else
    {
        v = (v * 2) - 1;
    }

    if (v < 1 / 2.75)
    {
        v = 7.5625 * v * v;
    }
    else if (v < 2 / 2.75)
    {
        v = 7.5625 * (v -= 1.5 / 2.75) * v + 0.75;
    }
    else if (v < 2.5 / 2.75)
    {
        v = 7.5625 * (v -= 2.25 / 2.75) * v + 0.9375;
    }
    else
    {
        v = 7.5625 * (v -= 2.625 / 2.75) * v + 0.984375;
    }

    if (reverse)
    {
        return (1 - v) * 0.5;
    }
    else
    {
        return v * 0.5 + 0.5;
    }
};

module.exports = InOut;


/***/ }),
/* 57 */
/***/ (function(module, exports, __webpack_require__) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * @namespace Phaser.Math.Easing.Circular
 */

module.exports = {

    In: __webpack_require__(58),
    Out: __webpack_require__(59),
    InOut: __webpack_require__(60)

};


/***/ }),
/* 58 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * Circular ease-in.
 *
 * @function Phaser.Math.Easing.Circular.In
 * @since 3.0.0
 *
 * @param {number} v - The value to be tweened.
 *
 * @return {number} The tweened value.
 */
var In = function (v)
{
    return 1 - Math.sqrt(1 - v * v);
};

module.exports = In;


/***/ }),
/* 59 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * Circular ease-out.
 *
 * @function Phaser.Math.Easing.Circular.Out
 * @since 3.0.0
 *
 * @param {number} v - The value to be tweened.
 *
 * @return {number} The tweened value.
 */
var Out = function (v)
{
    return Math.sqrt(1 - (--v * v));
};

module.exports = Out;


/***/ }),
/* 60 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * Circular ease-in/out.
 *
 * @function Phaser.Math.Easing.Circular.InOut
 * @since 3.0.0
 *
 * @param {number} v - The value to be tweened.
 *
 * @return {number} The tweened value.
 */
var InOut = function (v)
{
    if ((v *= 2) < 1)
    {
        return -0.5 * (Math.sqrt(1 - v * v) - 1);
    }
    else
    {
        return 0.5 * (Math.sqrt(1 - (v -= 2) * v) + 1);
    }
};

module.exports = InOut;


/***/ }),
/* 61 */
/***/ (function(module, exports, __webpack_require__) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * @namespace Phaser.Math.Easing.Cubic
 */

module.exports = {

    In: __webpack_require__(62),
    Out: __webpack_require__(63),
    InOut: __webpack_require__(64)

};


/***/ }),
/* 62 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * Cubic ease-in.
 *
 * @function Phaser.Math.Easing.Cubic.In
 * @since 3.0.0
 *
 * @param {number} v - The value to be tweened.
 *
 * @return {number} The tweened value.
 */
var In = function (v)
{
    return v * v * v;
};

module.exports = In;


/***/ }),
/* 63 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * Cubic ease-out.
 *
 * @function Phaser.Math.Easing.Cubic.Out
 * @since 3.0.0
 *
 * @param {number} v - The value to be tweened.
 *
 * @return {number} The tweened value.
 */
var Out = function (v)
{
    return --v * v * v + 1;
};

module.exports = Out;


/***/ }),
/* 64 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * Cubic ease-in/out.
 *
 * @function Phaser.Math.Easing.Cubic.InOut
 * @since 3.0.0
 *
 * @param {number} v - The value to be tweened.
 *
 * @return {number} The tweened value.
 */
var InOut = function (v)
{
    if ((v *= 2) < 1)
    {
        return 0.5 * v * v * v;
    }
    else
    {
        return 0.5 * ((v -= 2) * v * v + 2);
    }
};

module.exports = InOut;


/***/ }),
/* 65 */
/***/ (function(module, exports, __webpack_require__) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * @namespace Phaser.Math.Easing.Elastic
 */

module.exports = {

    In: __webpack_require__(66),
    Out: __webpack_require__(67),
    InOut: __webpack_require__(68)

};


/***/ }),
/* 66 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * Elastic ease-in.
 *
 * @function Phaser.Math.Easing.Elastic.In
 * @since 3.0.0
 *
 * @param {number} v - The value to be tweened.
 * @param {number} [amplitude=0.1] - The amplitude of the elastic ease.
 * @param {number} [period=0.1] - Sets how tight the sine-wave is, where smaller values are tighter waves, which result in more cycles.
 *
 * @return {number} The tweened value.
 */
var In = function (v, amplitude, period)
{
    if (amplitude === undefined) { amplitude = 0.1; }
    if (period === undefined) { period = 0.1; }

    if (v === 0)
    {
        return 0;
    }
    else if (v === 1)
    {
        return 1;
    }
    else
    {
        var s = period / 4;

        if (amplitude < 1)
        {
            amplitude = 1;
        }
        else
        {
            s = period * Math.asin(1 / amplitude) / (2 * Math.PI);
        }

        return -(amplitude * Math.pow(2, 10 * (v -= 1)) * Math.sin((v - s) * (2 * Math.PI) / period));
    }
};

module.exports = In;


/***/ }),
/* 67 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * Elastic ease-out.
 *
 * @function Phaser.Math.Easing.Elastic.Out
 * @since 3.0.0
 *
 * @param {number} v - The value to be tweened.
 * @param {number} [amplitude=0.1] - The amplitude of the elastic ease.
 * @param {number} [period=0.1] - Sets how tight the sine-wave is, where smaller values are tighter waves, which result in more cycles.
 *
 * @return {number} The tweened value.
 */
var Out = function (v, amplitude, period)
{
    if (amplitude === undefined) { amplitude = 0.1; }
    if (period === undefined) { period = 0.1; }

    if (v === 0)
    {
        return 0;
    }
    else if (v === 1)
    {
        return 1;
    }
    else
    {
        var s = period / 4;

        if (amplitude < 1)
        {
            amplitude = 1;
        }
        else
        {
            s = period * Math.asin(1 / amplitude) / (2 * Math.PI);
        }

        return (amplitude * Math.pow(2, -10 * v) * Math.sin((v - s) * (2 * Math.PI) / period) + 1);
    }
};

module.exports = Out;


/***/ }),
/* 68 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * Elastic ease-in/out.
 *
 * @function Phaser.Math.Easing.Elastic.InOut
 * @since 3.0.0
 *
 * @param {number} v - The value to be tweened.
 * @param {number} [amplitude=0.1] - The amplitude of the elastic ease.
 * @param {number} [period=0.1] - Sets how tight the sine-wave is, where smaller values are tighter waves, which result in more cycles.
 *
 * @return {number} The tweened value.
 */
var InOut = function (v, amplitude, period)
{
    if (amplitude === undefined) { amplitude = 0.1; }
    if (period === undefined) { period = 0.1; }

    if (v === 0)
    {
        return 0;
    }
    else if (v === 1)
    {
        return 1;
    }
    else
    {
        var s = period / 4;

        if (amplitude < 1)
        {
            amplitude = 1;
        }
        else
        {
            s = period * Math.asin(1 / amplitude) / (2 * Math.PI);
        }

        if ((v *= 2) < 1)
        {
            return -0.5 * (amplitude * Math.pow(2, 10 * (v -= 1)) * Math.sin((v - s) * (2 * Math.PI) / period));
        }
        else
        {
            return amplitude * Math.pow(2, -10 * (v -= 1)) * Math.sin((v - s) * (2 * Math.PI) / period) * 0.5 + 1;
        }
    }
};

module.exports = InOut;


/***/ }),
/* 69 */
/***/ (function(module, exports, __webpack_require__) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * @namespace Phaser.Math.Easing.Expo
 */

module.exports = {

    In: __webpack_require__(70),
    Out: __webpack_require__(71),
    InOut: __webpack_require__(72)

};


/***/ }),
/* 70 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * Exponential ease-in.
 *
 * @function Phaser.Math.Easing.Expo.In
 * @since 3.0.0
 *
 * @param {number} v - The value to be tweened.
 *
 * @return {number} The tweened value.
 */
var In = function (v)
{
    return Math.pow(2, 10 * (v - 1)) - 0.001;
};

module.exports = In;


/***/ }),
/* 71 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * Exponential ease-out.
 *
 * @function Phaser.Math.Easing.Expo.Out
 * @since 3.0.0
 *
 * @param {number} v - The value to be tweened.
 *
 * @return {number} The tweened value.
 */
var Out = function (v)
{
    return 1 - Math.pow(2, -10 * v);
};

module.exports = Out;


/***/ }),
/* 72 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * Exponential ease-in/out.
 *
 * @function Phaser.Math.Easing.Expo.InOut
 * @since 3.0.0
 *
 * @param {number} v - The value to be tweened.
 *
 * @return {number} The tweened value.
 */
var InOut = function (v)
{
    if ((v *= 2) < 1)
    {
        return 0.5 * Math.pow(2, 10 * (v - 1));
    }
    else
    {
        return 0.5 * (2 - Math.pow(2, -10 * (v - 1)));
    }
};

module.exports = InOut;


/***/ }),
/* 73 */
/***/ (function(module, exports, __webpack_require__) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * @namespace Phaser.Math.Easing.Linear
 */

module.exports = __webpack_require__(74);


/***/ }),
/* 74 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * Linear easing (no variation).
 *
 * @function Phaser.Math.Easing.Linear.Linear
 * @since 3.0.0
 *
 * @param {number} v - The value to be tweened.
 *
 * @return {number} The tweened value.
 */
var Linear = function (v)
{
    return v;
};

module.exports = Linear;


/***/ }),
/* 75 */
/***/ (function(module, exports, __webpack_require__) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * @namespace Phaser.Math.Easing.Quadratic
 */

module.exports = {

    In: __webpack_require__(76),
    Out: __webpack_require__(77),
    InOut: __webpack_require__(78)

};


/***/ }),
/* 76 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * Quadratic ease-in.
 *
 * @function Phaser.Math.Easing.Quadratic.In
 * @since 3.0.0
 *
 * @param {number} v - The value to be tweened.
 *
 * @return {number} The tweened value.
 */
var In = function (v)
{
    return v * v;
};

module.exports = In;


/***/ }),
/* 77 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * Quadratic ease-out.
 *
 * @function Phaser.Math.Easing.Quadratic.Out
 * @since 3.0.0
 *
 * @param {number} v - The value to be tweened.
 *
 * @return {number} The tweened value.
 */
var Out = function (v)
{
    return v * (2 - v);
};

module.exports = Out;


/***/ }),
/* 78 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * Quadratic ease-in/out.
 *
 * @function Phaser.Math.Easing.Quadratic.InOut
 * @since 3.0.0
 *
 * @param {number} v - The value to be tweened.
 *
 * @return {number} The tweened value.
 */
var InOut = function (v)
{
    if ((v *= 2) < 1)
    {
        return 0.5 * v * v;
    }
    else
    {
        return -0.5 * (--v * (v - 2) - 1);
    }
};

module.exports = InOut;


/***/ }),
/* 79 */
/***/ (function(module, exports, __webpack_require__) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * @namespace Phaser.Math.Easing.Quartic
 */

module.exports = {

    In: __webpack_require__(80),
    Out: __webpack_require__(81),
    InOut: __webpack_require__(82)

};


/***/ }),
/* 80 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * Quartic ease-in.
 *
 * @function Phaser.Math.Easing.Quartic.In
 * @since 3.0.0
 *
 * @param {number} v - The value to be tweened.
 *
 * @return {number} The tweened value.
 */
var In = function (v)
{
    return v * v * v * v;
};

module.exports = In;


/***/ }),
/* 81 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * Quartic ease-out.
 *
 * @function Phaser.Math.Easing.Quartic.Out
 * @since 3.0.0
 *
 * @param {number} v - The value to be tweened.
 *
 * @return {number} The tweened value.
 */
var Out = function (v)
{
    return 1 - (--v * v * v * v);
};

module.exports = Out;


/***/ }),
/* 82 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * Quartic ease-in/out.
 *
 * @function Phaser.Math.Easing.Quartic.InOut
 * @since 3.0.0
 *
 * @param {number} v - The value to be tweened.
 *
 * @return {number} The tweened value.
 */
var InOut = function (v)
{
    if ((v *= 2) < 1)
    {
        return 0.5 * v * v * v * v;
    }
    else
    {
        return -0.5 * ((v -= 2) * v * v * v - 2);
    }
};

module.exports = InOut;


/***/ }),
/* 83 */
/***/ (function(module, exports, __webpack_require__) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * @namespace Phaser.Math.Easing.Quintic
 */

module.exports = {

    In: __webpack_require__(84),
    Out: __webpack_require__(85),
    InOut: __webpack_require__(86)

};


/***/ }),
/* 84 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * Quintic ease-in.
 *
 * @function Phaser.Math.Easing.Quintic.In
 * @since 3.0.0
 *
 * @param {number} v - The value to be tweened.
 *
 * @return {number} The tweened value.
 */
var In = function (v)
{
    return v * v * v * v * v;
};

module.exports = In;


/***/ }),
/* 85 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * Quintic ease-out.
 *
 * @function Phaser.Math.Easing.Quintic.Out
 * @since 3.0.0
 *
 * @param {number} v - The value to be tweened.
 *
 * @return {number} The tweened value.
 */
var Out = function (v)
{
    return --v * v * v * v * v + 1;
};

module.exports = Out;


/***/ }),
/* 86 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * Quintic ease-in/out.
 *
 * @function Phaser.Math.Easing.Quintic.InOut
 * @since 3.0.0
 *
 * @param {number} v - The value to be tweened.
 *
 * @return {number} The tweened value.
 */
var InOut = function (v)
{
    if ((v *= 2) < 1)
    {
        return 0.5 * v * v * v * v * v;
    }
    else
    {
        return 0.5 * ((v -= 2) * v * v * v * v + 2);
    }
};

module.exports = InOut;


/***/ }),
/* 87 */
/***/ (function(module, exports, __webpack_require__) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * @namespace Phaser.Math.Easing.Sine
 */

module.exports = {

    In: __webpack_require__(88),
    Out: __webpack_require__(89),
    InOut: __webpack_require__(90)

};


/***/ }),
/* 88 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * Sinusoidal ease-in.
 *
 * @function Phaser.Math.Easing.Sine.In
 * @since 3.0.0
 *
 * @param {number} v - The value to be tweened.
 *
 * @return {number} The tweened value.
 */
var In = function (v)
{
    if (v === 0)
    {
        return 0;
    }
    else if (v === 1)
    {
        return 1;
    }
    else
    {
        return 1 - Math.cos(v * Math.PI / 2);
    }
};

module.exports = In;


/***/ }),
/* 89 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * Sinusoidal ease-out.
 *
 * @function Phaser.Math.Easing.Sine.Out
 * @since 3.0.0
 *
 * @param {number} v - The value to be tweened.
 *
 * @return {number} The tweened value.
 */
var Out = function (v)
{
    if (v === 0)
    {
        return 0;
    }
    else if (v === 1)
    {
        return 1;
    }
    else
    {
        return Math.sin(v * Math.PI / 2);
    }
};

module.exports = Out;


/***/ }),
/* 90 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * Sinusoidal ease-in/out.
 *
 * @function Phaser.Math.Easing.Sine.InOut
 * @since 3.0.0
 *
 * @param {number} v - The value to be tweened.
 *
 * @return {number} The tweened value.
 */
var InOut = function (v)
{
    if (v === 0)
    {
        return 0;
    }
    else if (v === 1)
    {
        return 1;
    }
    else
    {
        return 0.5 * (1 - Math.cos(Math.PI * v));
    }
};

module.exports = InOut;


/***/ }),
/* 91 */
/***/ (function(module, exports, __webpack_require__) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * @namespace Phaser.Math.Easing.Stepped
 */

module.exports = __webpack_require__(92);


/***/ }),
/* 92 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * Stepped easing.
 *
 * @function Phaser.Math.Easing.Stepped.Stepped
 * @since 3.0.0
 *
 * @param {number} v - The value to be tweened.
 * @param {number} [steps=1] - The number of steps in the ease.
 *
 * @return {number} The tweened value.
 */
var Stepped = function (v, steps)
{
    if (steps === undefined) { steps = 1; }

    if (v <= 0)
    {
        return 0;
    }
    else if (v >= 1)
    {
        return 1;
    }
    else
    {
        return (((steps * v) | 0) + 1) * (1 / steps);
    }
};

module.exports = Stepped;


/***/ }),
/* 93 */
/***/ (function(module, exports, __webpack_require__) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * @namespace Phaser.Math.Fuzzy
 */

module.exports = {

    Ceil: __webpack_require__(94),
    Equal: __webpack_require__(95),
    Floor: __webpack_require__(96),
    GreaterThan: __webpack_require__(97),
    LessThan: __webpack_require__(98)

};


/***/ }),
/* 94 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * Calculate the fuzzy ceiling of the given value.
 *
 * @function Phaser.Math.Fuzzy.Ceil
 * @since 3.0.0
 *
 * @param {number} value - The value.
 * @param {number} [epsilon=0.0001] - The epsilon.
 *
 * @return {number} The fuzzy ceiling of the value.
 */
var Ceil = function (value, epsilon)
{
    if (epsilon === undefined) { epsilon = 0.0001; }

    return Math.ceil(value - epsilon);
};

module.exports = Ceil;


/***/ }),
/* 95 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * Check whether the given values are fuzzily equal.
 *
 * Two numbers are fuzzily equal if their difference is less than `epsilon`.
 *
 * @function Phaser.Math.Fuzzy.Equal
 * @since 3.0.0
 *
 * @param {number} a - The first value.
 * @param {number} b - The second value.
 * @param {number} [epsilon=0.0001] - The epsilon.
 *
 * @return {boolean} `true` if the values are fuzzily equal, otherwise `false`.
 */
var Equal = function (a, b, epsilon)
{
    if (epsilon === undefined) { epsilon = 0.0001; }

    return Math.abs(a - b) < epsilon;
};

module.exports = Equal;


/***/ }),
/* 96 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * Calculate the fuzzy floor of the given value.
 *
 * @function Phaser.Math.Fuzzy.Floor
 * @since 3.0.0
 *
 * @param {number} value - The value.
 * @param {number} [epsilon=0.0001] - The epsilon.
 *
 * @return {number} The floor of the value.
 */
var Floor = function (value, epsilon)
{
    if (epsilon === undefined) { epsilon = 0.0001; }

    return Math.floor(value + epsilon);
};

module.exports = Floor;


/***/ }),
/* 97 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * Check whether `a` is fuzzily greater than `b`.
 *
 * `a` is fuzzily greater than `b` if it is more than `b - epsilon`.
 *
 * @function Phaser.Math.Fuzzy.GreaterThan
 * @since 3.0.0
 *
 * @param {number} a - The first value.
 * @param {number} b - The second value.
 * @param {number} [epsilon=0.0001] - The epsilon.
 *
 * @return {boolean} `true` if `a` is fuzzily greater than than `b`, otherwise `false`.
 */
var GreaterThan = function (a, b, epsilon)
{
    if (epsilon === undefined) { epsilon = 0.0001; }

    return a > b - epsilon;
};

module.exports = GreaterThan;


/***/ }),
/* 98 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * Check whether `a` is fuzzily less than `b`.
 *
 * `a` is fuzzily less than `b` if it is less than `b + epsilon`.
 *
 * @function Phaser.Math.Fuzzy.LessThan
 * @since 3.0.0
 *
 * @param {number} a - The first value.
 * @param {number} b - The second value.
 * @param {number} [epsilon=0.0001] - The epsilon.
 *
 * @return {boolean} `true` if `a` is fuzzily less than `b`, otherwise `false`.
 */
var LessThan = function (a, b, epsilon)
{
    if (epsilon === undefined) { epsilon = 0.0001; }

    return a < b + epsilon;
};

module.exports = LessThan;


/***/ }),
/* 99 */
/***/ (function(module, exports, __webpack_require__) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * @namespace Phaser.Math.Interpolation
 */

module.exports = {

    Bezier: __webpack_require__(100),
    CatmullRom: __webpack_require__(101),
    CubicBezier: __webpack_require__(102),
    Linear: __webpack_require__(103),
    QuadraticBezier: __webpack_require__(104),
    SmoothStep: __webpack_require__(105),
    SmootherStep: __webpack_require__(106)

};


/***/ }),
/* 100 */
/***/ (function(module, exports, __webpack_require__) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

var Bernstein = __webpack_require__(19);

/**
 * A bezier interpolation method.
 *
 * @function Phaser.Math.Interpolation.Bezier
 * @since 3.0.0
 *
 * @param {number[]} v - The input array of values to interpolate between.
 * @param {number} k - The percentage of interpolation, between 0 and 1.
 *
 * @return {number} The interpolated value.
 */
var BezierInterpolation = function (v, k)
{
    var b = 0;
    var n = v.length - 1;

    for (var i = 0; i <= n; i++)
    {
        b += Math.pow(1 - k, n - i) * Math.pow(k, i) * v[i] * Bernstein(n, i);
    }

    return b;
};

module.exports = BezierInterpolation;


/***/ }),
/* 101 */
/***/ (function(module, exports, __webpack_require__) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

var CatmullRom = __webpack_require__(21);

/**
 * A Catmull-Rom interpolation method.
 *
 * @function Phaser.Math.Interpolation.CatmullRom
 * @since 3.0.0
 *
 * @param {number[]} v - The input array of values to interpolate between.
 * @param {number} k - The percentage of interpolation, between 0 and 1.
 *
 * @return {number} The interpolated value.
 */
var CatmullRomInterpolation = function (v, k)
{
    var m = v.length - 1;
    var f = m * k;
    var i = Math.floor(f);

    if (v[0] === v[m])
    {
        if (k < 0)
        {
            i = Math.floor(f = m * (1 + k));
        }

        return CatmullRom(f - i, v[(i - 1 + m) % m], v[i], v[(i + 1) % m], v[(i + 2) % m]);
    }
    else
    {
        if (k < 0)
        {
            return v[0] - (CatmullRom(-f, v[0], v[0], v[1], v[1]) - v[0]);
        }

        if (k > 1)
        {
            return v[m] - (CatmullRom(f - m, v[m], v[m], v[m - 1], v[m - 1]) - v[m]);
        }

        return CatmullRom(f - i, v[i ? i - 1 : 0], v[i], v[m < i + 1 ? m : i + 1], v[m < i + 2 ? m : i + 2]);
    }
};

module.exports = CatmullRomInterpolation;


/***/ }),
/* 102 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * @ignore
 */
function P0 (t, p)
{
    var k = 1 - t;

    return k * k * k * p;
}

/**
 * @ignore
 */
function P1 (t, p)
{
    var k = 1 - t;

    return 3 * k * k * t * p;
}

/**
 * @ignore
 */
function P2 (t, p)
{
    return 3 * (1 - t) * t * t * p;
}

/**
 * @ignore
 */
function P3 (t, p)
{
    return t * t * t * p;
}

/**
 * A cubic bezier interpolation method.
 *
 * https://medium.com/@adrian_cooney/bezier-interpolation-13b68563313a
 *
 * @function Phaser.Math.Interpolation.CubicBezier
 * @since 3.0.0
 *
 * @param {number} t - The percentage of interpolation, between 0 and 1.
 * @param {number} p0 - The start point.
 * @param {number} p1 - The first control point.
 * @param {number} p2 - The second control point.
 * @param {number} p3 - The end point.
 *
 * @return {number} The interpolated value.
 */
var CubicBezierInterpolation = function (t, p0, p1, p2, p3)
{
    return P0(t, p0) + P1(t, p1) + P2(t, p2) + P3(t, p3);
};

module.exports = CubicBezierInterpolation;


/***/ }),
/* 103 */
/***/ (function(module, exports, __webpack_require__) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

var Linear = __webpack_require__(22);

/**
 * A linear interpolation method.
 *
 * @function Phaser.Math.Interpolation.Linear
 * @since 3.0.0
 * @see {@link https://en.wikipedia.org/wiki/Linear_interpolation}
 *
 * @param {number[]} v - The input array of values to interpolate between.
 * @param {!number} k - The percentage of interpolation, between 0 and 1.
 *
 * @return {!number} The interpolated value.
 */
var LinearInterpolation = function (v, k)
{
    var m = v.length - 1;
    var f = m * k;
    var i = Math.floor(f);

    if (k < 0)
    {
        return Linear(v[0], v[1], f);
    }
    else if (k > 1)
    {
        return Linear(v[m], v[m - 1], m - f);
    }
    else
    {
        return Linear(v[i], v[(i + 1 > m) ? m : i + 1], f - i);
    }
};

module.exports = LinearInterpolation;


/***/ }),
/* 104 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * @ignore
 */
function P0 (t, p)
{
    var k = 1 - t;

    return k * k * p;
}

/**
 * @ignore
 */
function P1 (t, p)
{
    return 2 * (1 - t) * t * p;
}

/**
 * @ignore
 */
function P2 (t, p)
{
    return t * t * p;
}

// https://github.com/mrdoob/three.js/blob/master/src/extras/core/Interpolations.js

/**
 * A quadratic bezier interpolation method.
 *
 * @function Phaser.Math.Interpolation.QuadraticBezier
 * @since 3.2.0
 *
 * @param {number} t - The percentage of interpolation, between 0 and 1.
 * @param {number} p0 - The start point.
 * @param {number} p1 - The control point.
 * @param {number} p2 - The end point.
 *
 * @return {number} The interpolated value.
 */
var QuadraticBezierInterpolation = function (t, p0, p1, p2)
{
    return P0(t, p0) + P1(t, p1) + P2(t, p2);
};

module.exports = QuadraticBezierInterpolation;


/***/ }),
/* 105 */
/***/ (function(module, exports, __webpack_require__) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

var SmoothStep = __webpack_require__(23);

/**
 * A Smooth Step interpolation method.
 *
 * @function Phaser.Math.Interpolation.SmoothStep
 * @since 3.9.0
 * @see {@link https://en.wikipedia.org/wiki/Smoothstep}
 *
 * @param {number} t - The percentage of interpolation, between 0 and 1.
 * @param {number} min - The minimum value, also known as the 'left edge', assumed smaller than the 'right edge'.
 * @param {number} max - The maximum value, also known as the 'right edge', assumed greater than the 'left edge'.
 *
 * @return {number} The interpolated value.
 */
var SmoothStepInterpolation = function (t, min, max)
{
    return min + (max - min) * SmoothStep(t, 0, 1);
};

module.exports = SmoothStepInterpolation;


/***/ }),
/* 106 */
/***/ (function(module, exports, __webpack_require__) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

var SmootherStep = __webpack_require__(24);

/**
 * A Smoother Step interpolation method.
 *
 * @function Phaser.Math.Interpolation.SmootherStep
 * @since 3.9.0
 * @see {@link https://en.wikipedia.org/wiki/Smoothstep#Variations}
 *
 * @param {number} t - The percentage of interpolation, between 0 and 1.
 * @param {number} min - The minimum value, also known as the 'left edge', assumed smaller than the 'right edge'.
 * @param {number} max - The maximum value, also known as the 'right edge', assumed greater than the 'left edge'.
 *
 * @return {number} The interpolated value.
 */
var SmootherStepInterpolation = function (t, min, max)
{
    return min + (max - min) * SmootherStep(t, 0, 1);
};

module.exports = SmootherStepInterpolation;


/***/ }),
/* 107 */
/***/ (function(module, exports, __webpack_require__) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * @namespace Phaser.Math.Pow2
 */

module.exports = {

    GetNext: __webpack_require__(108),
    IsSize: __webpack_require__(109),
    IsValue: __webpack_require__(110)

};


/***/ }),
/* 108 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * Returns the nearest power of 2 to the given `value`.
 *
 * @function Phaser.Math.Pow2.GetPowerOfTwo
 * @since 3.0.0
 *
 * @param {number} value - The value.
 *
 * @return {integer} The nearest power of 2 to `value`.
 */
var GetPowerOfTwo = function (value)
{
    var index = Math.log(value) / 0.6931471805599453;

    return (1 << Math.ceil(index));
};

module.exports = GetPowerOfTwo;


/***/ }),
/* 109 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * Checks if the given `width` and `height` are a power of two.
 * Useful for checking texture dimensions.
 *
 * @function Phaser.Math.Pow2.IsSizePowerOfTwo
 * @since 3.0.0
 *
 * @param {number} width - The width.
 * @param {number} height - The height.
 *
 * @return {boolean} `true` if `width` and `height` are a power of two, otherwise `false`.
 */
var IsSizePowerOfTwo = function (width, height)
{
    return (width > 0 && (width & (width - 1)) === 0 && height > 0 && (height & (height - 1)) === 0);
};

module.exports = IsSizePowerOfTwo;


/***/ }),
/* 110 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * Tests the value and returns `true` if it is a power of two.
 *
 * @function Phaser.Math.Pow2.IsValuePowerOfTwo
 * @since 3.0.0
 *
 * @param {number} value - The value to check if it's a power of two.
 *
 * @return {boolean} Returns `true` if `value` is a power of two, otherwise `false`.
 */
var IsValuePowerOfTwo = function (value)
{
    return (value > 0 && (value & (value - 1)) === 0);
};

module.exports = IsValuePowerOfTwo;


/***/ }),
/* 111 */
/***/ (function(module, exports, __webpack_require__) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * @namespace Phaser.Math.Snap
 */

module.exports = {

    Ceil: __webpack_require__(112),
    Floor: __webpack_require__(113),
    To: __webpack_require__(114)

};


/***/ }),
/* 112 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * Snap a value to nearest grid slice, using ceil.
 *
 * Example: if you have an interval gap of `5` and a position of `12`... you will snap to `15`.
 * As will `14` snap to `15`... but `16` will snap to `20`.
 *
 * @function Phaser.Math.Snap.Ceil
 * @since 3.0.0
 *
 * @param {number} value - The value to snap.
 * @param {number} gap - The interval gap of the grid.
 * @param {number} [start=0] - Optional starting offset for gap.
 * @param {boolean} [divide=false] - If `true` it will divide the snapped value by the gap before returning.
 *
 * @return {number} The snapped value.
 */
var SnapCeil = function (value, gap, start, divide)
{
    if (start === undefined) { start = 0; }

    if (gap === 0)
    {
        return value;
    }

    value -= start;
    value = gap * Math.ceil(value / gap);

    return (divide) ? (start + value) / gap : start + value;
};

module.exports = SnapCeil;


/***/ }),
/* 113 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * Snap a value to nearest grid slice, using floor.
 *
 * Example: if you have an interval gap of `5` and a position of `12`... you will snap to `10`.
 * As will `14` snap to `10`... but `16` will snap to `15`.
 *
 * @function Phaser.Math.Snap.Floor
 * @since 3.0.0
 *
 * @param {number} value - The value to snap.
 * @param {number} gap - The interval gap of the grid.
 * @param {number} [start=0] - Optional starting offset for gap.
 * @param {boolean} [divide=false] - If `true` it will divide the snapped value by the gap before returning.
 *
 * @return {number} The snapped value.
 */
var SnapFloor = function (value, gap, start, divide)
{
    if (start === undefined) { start = 0; }

    if (gap === 0)
    {
        return value;
    }

    value -= start;
    value = gap * Math.floor(value / gap);

    return (divide) ? (start + value) / gap : start + value;
};

module.exports = SnapFloor;


/***/ }),
/* 114 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * Snap a value to nearest grid slice, using rounding.
 *
 * Example: if you have an interval gap of `5` and a position of `12`... you will snap to `10` whereas `14` will snap to `15`.
 *
 * @function Phaser.Math.Snap.To
 * @since 3.0.0
 *
 * @param {number} value - The value to snap.
 * @param {number} gap - The interval gap of the grid.
 * @param {number} [start=0] - Optional starting offset for gap.
 * @param {boolean} [divide=false] - If `true` it will divide the snapped value by the gap before returning.
 *
 * @return {number} The snapped value.
 */
var SnapTo = function (value, gap, start, divide)
{
    if (start === undefined) { start = 0; }

    if (gap === 0)
    {
        return value;
    }

    value -= start;
    value = gap * Math.round(value / gap);

    return (divide) ? (start + value) / gap : start + value;
};

module.exports = SnapTo;


/***/ }),
/* 115 */
/***/ (function(module, exports, __webpack_require__) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

var Class = __webpack_require__(0);

/**
 * @classdesc
 * A seeded Random Data Generator.
 * 
 * Access via `Phaser.Math.RND` which is an instance of this class pre-defined
 * by Phaser. Or, create your own instance to use as you require.
 * 
 * The `Math.RND` generator is seeded by the Game Config property value `seed`.
 * If no such config property exists, a random number is used.
 * 
 * If you create your own instance of this class you should provide a seed for it.
 * If no seed is given it will use a 'random' one based on Date.now.
 *
 * @class RandomDataGenerator
 * @memberof Phaser.Math
 * @constructor
 * @since 3.0.0
 *
 * @param {(string|string[])} [seeds] - The seeds to use for the random number generator.
 */
var RandomDataGenerator = new Class({

    initialize:

    function RandomDataGenerator (seeds)
    {
        if (seeds === undefined) { seeds = [ (Date.now() * Math.random()).toString() ]; }

        /**
         * Internal var.
         *
         * @name Phaser.Math.RandomDataGenerator#c
         * @type {number}
         * @default 1
         * @private
         * @since 3.0.0
         */
        this.c = 1;

        /**
         * Internal var.
         *
         * @name Phaser.Math.RandomDataGenerator#s0
         * @type {number}
         * @default 0
         * @private
         * @since 3.0.0
         */
        this.s0 = 0;

        /**
         * Internal var.
         *
         * @name Phaser.Math.RandomDataGenerator#s1
         * @type {number}
         * @default 0
         * @private
         * @since 3.0.0
         */
        this.s1 = 0;

        /**
         * Internal var.
         *
         * @name Phaser.Math.RandomDataGenerator#s2
         * @type {number}
         * @default 0
         * @private
         * @since 3.0.0
         */
        this.s2 = 0;

        /**
         * Internal var.
         *
         * @name Phaser.Math.RandomDataGenerator#n
         * @type {number}
         * @default 0
         * @private
         * @since 3.2.0
         */
        this.n = 0;

        /**
         * Signs to choose from.
         *
         * @name Phaser.Math.RandomDataGenerator#signs
         * @type {number[]}
         * @since 3.0.0
         */
        this.signs = [ -1, 1 ];

        if (seeds)
        {
            this.init(seeds);
        }
    },

    /**
     * Private random helper.
     *
     * @method Phaser.Math.RandomDataGenerator#rnd
     * @since 3.0.0
     * @private
     *
     * @return {number} A random number.
     */
    rnd: function ()
    {
        var t = 2091639 * this.s0 + this.c * 2.3283064365386963e-10; // 2^-32

        this.c = t | 0;
        this.s0 = this.s1;
        this.s1 = this.s2;
        this.s2 = t - this.c;

        return this.s2;
    },

    /**
     * Internal method that creates a seed hash.
     *
     * @method Phaser.Math.RandomDataGenerator#hash
     * @since 3.0.0
     * @private
     *
     * @param {string} data - The value to hash.
     *
     * @return {number} The hashed value.
     */
    hash: function (data)
    {
        var h;
        var n = this.n;

        data = data.toString();

        for (var i = 0; i < data.length; i++)
        {
            n += data.charCodeAt(i);
            h = 0.02519603282416938 * n;
            n = h >>> 0;
            h -= n;
            h *= n;
            n = h >>> 0;
            h -= n;
            n += h * 0x100000000;// 2^32
        }

        this.n = n;

        return (n >>> 0) * 2.3283064365386963e-10;// 2^-32
    },

    /**
     * Initialize the state of the random data generator.
     *
     * @method Phaser.Math.RandomDataGenerator#init
     * @since 3.0.0
     *
     * @param {(string|string[])} seeds - The seeds to initialize the random data generator with.
     */
    init: function (seeds)
    {
        if (typeof seeds === 'string')
        {
            this.state(seeds);
        }
        else
        {
            this.sow(seeds);
        }
    },

    /**
     * Reset the seed of the random data generator.
     *
     * _Note_: the seed array is only processed up to the first `undefined` (or `null`) value, should such be present.
     *
     * @method Phaser.Math.RandomDataGenerator#sow
     * @since 3.0.0
     *
     * @param {string[]} seeds - The array of seeds: the `toString()` of each value is used.
     */
    sow: function (seeds)
    {
        // Always reset to default seed
        this.n = 0xefc8249d;
        this.s0 = this.hash(' ');
        this.s1 = this.hash(' ');
        this.s2 = this.hash(' ');
        this.c = 1;

        if (!seeds)
        {
            return;
        }

        // Apply any seeds
        for (var i = 0; i < seeds.length && (seeds[i] != null); i++)
        {
            var seed = seeds[i];

            this.s0 -= this.hash(seed);
            this.s0 += ~~(this.s0 < 0);
            this.s1 -= this.hash(seed);
            this.s1 += ~~(this.s1 < 0);
            this.s2 -= this.hash(seed);
            this.s2 += ~~(this.s2 < 0);
        }
    },

    /**
     * Returns a random integer between 0 and 2^32.
     *
     * @method Phaser.Math.RandomDataGenerator#integer
     * @since 3.0.0
     *
     * @return {number} A random integer between 0 and 2^32.
     */
    integer: function ()
    {
        // 2^32
        return this.rnd() * 0x100000000;
    },

    /**
     * Returns a random real number between 0 and 1.
     *
     * @method Phaser.Math.RandomDataGenerator#frac
     * @since 3.0.0
     *
     * @return {number} A random real number between 0 and 1.
     */
    frac: function ()
    {
        // 2^-53
        return this.rnd() + (this.rnd() * 0x200000 | 0) * 1.1102230246251565e-16;
    },

    /**
     * Returns a random real number between 0 and 2^32.
     *
     * @method Phaser.Math.RandomDataGenerator#real
     * @since 3.0.0
     *
     * @return {number} A random real number between 0 and 2^32.
     */
    real: function ()
    {
        return this.integer() + this.frac();
    },

    /**
     * Returns a random integer between and including min and max.
     *
     * @method Phaser.Math.RandomDataGenerator#integerInRange
     * @since 3.0.0
     *
     * @param {number} min - The minimum value in the range.
     * @param {number} max - The maximum value in the range.
     *
     * @return {number} A random number between min and max.
     */
    integerInRange: function (min, max)
    {
        return Math.floor(this.realInRange(0, max - min + 1) + min);
    },

    /**
     * Returns a random integer between and including min and max.
     * This method is an alias for RandomDataGenerator.integerInRange.
     *
     * @method Phaser.Math.RandomDataGenerator#between
     * @since 3.0.0
     *
     * @param {number} min - The minimum value in the range.
     * @param {number} max - The maximum value in the range.
     *
     * @return {number} A random number between min and max.
     */
    between: function (min, max)
    {
        return Math.floor(this.realInRange(0, max - min + 1) + min);
    },

    /**
     * Returns a random real number between min and max.
     *
     * @method Phaser.Math.RandomDataGenerator#realInRange
     * @since 3.0.0
     *
     * @param {number} min - The minimum value in the range.
     * @param {number} max - The maximum value in the range.
     *
     * @return {number} A random number between min and max.
     */
    realInRange: function (min, max)
    {
        return this.frac() * (max - min) + min;
    },

    /**
     * Returns a random real number between -1 and 1.
     *
     * @method Phaser.Math.RandomDataGenerator#normal
     * @since 3.0.0
     *
     * @return {number} A random real number between -1 and 1.
     */
    normal: function ()
    {
        return 1 - (2 * this.frac());
    },

    /**
     * Returns a valid RFC4122 version4 ID hex string from https://gist.github.com/1308368
     *
     * @method Phaser.Math.RandomDataGenerator#uuid
     * @since 3.0.0
     *
     * @return {string} A valid RFC4122 version4 ID hex string
     */
    uuid: function ()
    {
        var a = '';
        var b = '';

        for (b = a = ''; a++ < 36; b += ~a % 5 | a * 3 & 4 ? (a ^ 15 ? 8 ^ this.frac() * (a ^ 20 ? 16 : 4) : 4).toString(16) : '-')
        {
            // eslint-disable-next-line no-empty
        }

        return b;
    },

    /**
     * Returns a random element from within the given array.
     *
     * @method Phaser.Math.RandomDataGenerator#pick
     * @since 3.0.0
     *
     * @param {array} array - The array to pick a random element from.
     *
     * @return {*} A random member of the array.
     */
    pick: function (array)
    {
        return array[this.integerInRange(0, array.length - 1)];
    },

    /**
     * Returns a sign to be used with multiplication operator.
     *
     * @method Phaser.Math.RandomDataGenerator#sign
     * @since 3.0.0
     *
     * @return {number} -1 or +1.
     */
    sign: function ()
    {
        return this.pick(this.signs);
    },

    /**
     * Returns a random element from within the given array, favoring the earlier entries.
     *
     * @method Phaser.Math.RandomDataGenerator#weightedPick
     * @since 3.0.0
     *
     * @param {array} array - The array to pick a random element from.
     *
     * @return {*} A random member of the array.
     */
    weightedPick: function (array)
    {
        return array[~~(Math.pow(this.frac(), 2) * (array.length - 1) + 0.5)];
    },

    /**
     * Returns a random timestamp between min and max, or between the beginning of 2000 and the end of 2020 if min and max aren't specified.
     *
     * @method Phaser.Math.RandomDataGenerator#timestamp
     * @since 3.0.0
     *
     * @param {number} min - The minimum value in the range.
     * @param {number} max - The maximum value in the range.
     *
     * @return {number} A random timestamp between min and max.
     */
    timestamp: function (min, max)
    {
        return this.realInRange(min || 946684800000, max || 1577862000000);
    },

    /**
     * Returns a random angle between -180 and 180.
     *
     * @method Phaser.Math.RandomDataGenerator#angle
     * @since 3.0.0
     *
     * @return {number} A random number between -180 and 180.
     */
    angle: function ()
    {
        return this.integerInRange(-180, 180);
    },

    /**
     * Returns a random rotation in radians, between -3.141 and 3.141
     *
     * @method Phaser.Math.RandomDataGenerator#rotation
     * @since 3.0.0
     *
     * @return {number} A random number between -3.141 and 3.141
     */
    rotation: function ()
    {
        return this.realInRange(-3.1415926, 3.1415926);
    },

    /**
     * Gets or Sets the state of the generator. This allows you to retain the values
     * that the generator is using between games, i.e. in a game save file.
     *
     * To seed this generator with a previously saved state you can pass it as the
     * `seed` value in your game config, or call this method directly after Phaser has booted.
     *
     * Call this method with no parameters to return the current state.
     *
     * If providing a state it should match the same format that this method
     * returns, which is a string with a header `!rnd` followed by the `c`,
     * `s0`, `s1` and `s2` values respectively, each comma-delimited.
     *
     * @method Phaser.Math.RandomDataGenerator#state
     * @since 3.0.0
     *
     * @param {string} [state] - Generator state to be set.
     *
     * @return {string} The current state of the generator.
     */
    state: function (state)
    {
        if (typeof state === 'string' && state.match(/^!rnd/))
        {
            state = state.split(',');

            this.c = parseFloat(state[1]);
            this.s0 = parseFloat(state[2]);
            this.s1 = parseFloat(state[3]);
            this.s2 = parseFloat(state[4]);
        }

        return [ '!rnd', this.c, this.s0, this.s1, this.s2 ].join(',');
    },

    /**
     * Shuffles the given array, using the current seed.
     *
     * @method Phaser.Math.RandomDataGenerator#shuffle
     * @since 3.7.0
     *
     * @param {array} [array] - The array to be shuffled.
     *
     * @return {array} The shuffled array.
     */
    shuffle: function (array)
    {
        var len = array.length - 1;

        for (var i = len; i > 0; i--)
        {
            var randomIndex = Math.floor(this.frac() * (i + 1));
            var itemAtIndex = array[randomIndex];

            array[randomIndex] = array[i];
            array[i] = itemAtIndex;
        }

        return array;
    }

});

module.exports = RandomDataGenerator;


/***/ }),
/* 116 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * Calculate the mean average of the given values.
 *
 * @function Phaser.Math.Average
 * @since 3.0.0
 *
 * @param {number[]} values - The values to average.
 *
 * @return {number} The average value.
 */
var Average = function (values)
{
    var sum = 0;

    for (var i = 0; i < values.length; i++)
    {
        sum += (+values[i]);
    }

    return sum / values.length;
};

module.exports = Average;


/***/ }),
/* 117 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * Compute a random integer between the `min` and `max` values, inclusive.
 *
 * @function Phaser.Math.Between
 * @since 3.0.0
 *
 * @param {integer} min - The minimum value.
 * @param {integer} max - The maximum value.
 *
 * @return {integer} The random integer.
 */
var Between = function (min, max)
{
    return Math.floor(Math.random() * (max - min + 1) + min);
};

module.exports = Between;


/***/ }),
/* 118 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * Ceils to some place comparative to a `base`, default is 10 for decimal place.
 *
 * The `place` is represented by the power applied to `base` to get that place.
 *
 * @function Phaser.Math.CeilTo
 * @since 3.0.0
 *
 * @param {number} value - The value to round.
 * @param {number} [place=0] - The place to round to.
 * @param {integer} [base=10] - The base to round in. Default is 10 for decimal.
 *
 * @return {number} The rounded value.
 */
var CeilTo = function (value, place, base)
{
    if (place === undefined) { place = 0; }
    if (base === undefined) { base = 10; }

    var p = Math.pow(base, -place);

    return Math.ceil(value * p) / p;
};

module.exports = CeilTo;


/***/ }),
/* 119 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * Calculates the positive difference of two given numbers.
 *
 * @function Phaser.Math.Difference
 * @since 3.0.0
 *
 * @param {number} a - The first number in the calculation.
 * @param {number} b - The second number in the calculation.
 *
 * @return {number} The positive difference of the two given numbers.
 */
var Difference = function (a, b)
{
    return Math.abs(a - b);
};

module.exports = Difference;


/***/ }),
/* 120 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * Generate a random floating point number between the two given bounds, minimum inclusive, maximum exclusive.
 *
 * @function Phaser.Math.FloatBetween
 * @since 3.0.0
 *
 * @param {number} min - The lower bound for the float, inclusive.
 * @param {number} max - The upper bound for the float exclusive.
 *
 * @return {number} A random float within the given range.
 */
var FloatBetween = function (min, max)
{
    return Math.random() * (max - min) + min;
};

module.exports = FloatBetween;


/***/ }),
/* 121 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * Floors to some place comparative to a `base`, default is 10 for decimal place.
 *
 * The `place` is represented by the power applied to `base` to get that place.
 *
 * @function Phaser.Math.FloorTo
 * @since 3.0.0
 *
 * @param {number} value - The value to round.
 * @param {integer} [place=0] - The place to round to.
 * @param {integer} [base=10] - The base to round in. Default is 10 for decimal.
 *
 * @return {number} The rounded value.
 */
var FloorTo = function (value, place, base)
{
    if (place === undefined) { place = 0; }
    if (base === undefined) { base = 10; }

    var p = Math.pow(base, -place);

    return Math.floor(value * p) / p;
};

module.exports = FloorTo;


/***/ }),
/* 122 */
/***/ (function(module, exports, __webpack_require__) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

var Clamp = __webpack_require__(8);

/**
 * Return a value based on the range between `min` and `max` and the percentage given.
 *
 * @function Phaser.Math.FromPercent
 * @since 3.0.0
 *
 * @param {number} percent - A value between 0 and 1 representing the percentage.
 * @param {number} min - The minimum value.
 * @param {number} [max] - The maximum value.
 *
 * @return {number} The value that is `percent` percent between `min` and `max`.
 */
var FromPercent = function (percent, min, max)
{
    percent = Clamp(percent, 0, 1);

    return (max - min) * percent;
};

module.exports = FromPercent;


/***/ }),
/* 123 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * Calculate the speed required to cover a distance in the time given.
 *
 * @function Phaser.Math.GetSpeed
 * @since 3.0.0
 *
 * @param {number} distance - The distance to travel in pixels.
 * @param {integer} time - The time, in ms, to cover the distance in.
 *
 * @return {number} The amount you will need to increment the position by each step in order to cover the distance in the time given.
 */
var GetSpeed = function (distance, time)
{
    return (distance / time) / 1000;
};

module.exports = GetSpeed;


/***/ }),
/* 124 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * Check if a given value is an even number.
 *
 * @function Phaser.Math.IsEven
 * @since 3.0.0
 *
 * @param {number} value - The number to perform the check with.
 *
 * @return {boolean} Whether the number is even or not.
 */
var IsEven = function (value)
{
    // Use abstract equality == for "is number" test

    // eslint-disable-next-line eqeqeq
    return (value == parseFloat(value)) ? !(value % 2) : void 0;
};

module.exports = IsEven;


/***/ }),
/* 125 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * Check if a given value is an even number using a strict type check.
 *
 * @function Phaser.Math.IsEvenStrict
 * @since 3.0.0
 *
 * @param {number} value - The number to perform the check with.
 *
 * @return {boolean} Whether the number is even or not.
 */
var IsEvenStrict = function (value)
{
    // Use strict equality === for "is number" test
    return (value === parseFloat(value)) ? !(value % 2) : void 0;
};

module.exports = IsEvenStrict;


/***/ }),
/* 126 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * Add an `amount` to a `value`, limiting the maximum result to `max`.
 *
 * @function Phaser.Math.MaxAdd
 * @since 3.0.0
 *
 * @param {number} value - The value to add to.
 * @param {number} amount - The amount to add.
 * @param {number} max - The maximum value to return.
 *
 * @return {number} The resulting value.
 */
var MaxAdd = function (value, amount, max)
{
    return Math.min(value + amount, max);
};

module.exports = MaxAdd;


/***/ }),
/* 127 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * Subtract an `amount` from `value`, limiting the minimum result to `min`.
 *
 * @function Phaser.Math.MinSub
 * @since 3.0.0
 *
 * @param {number} value - The value to subtract from.
 * @param {number} amount - The amount to subtract.
 * @param {number} min - The minimum value to return.
 *
 * @return {number} The resulting value.
 */
var MinSub = function (value, amount, min)
{
    return Math.max(value - amount, min);
};

module.exports = MinSub;


/***/ }),
/* 128 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * Work out what percentage `value` is of the range between `min` and `max`.
 * If `max` isn't given then it will return the percentage of `value` to `min`.
 *
 * You can optionally specify an `upperMax` value, which is a mid-way point in the range that represents 100%, after which the % starts to go down to zero again.
 *
 * @function Phaser.Math.Percent
 * @since 3.0.0
 *
 * @param {number} value - The value to determine the percentage of.
 * @param {number} min - The minimum value.
 * @param {number} [max] - The maximum value.
 * @param {number} [upperMax] - The mid-way point in the range that represents 100%.
 *
 * @return {number} A value between 0 and 1 representing the percentage.
 */
var Percent = function (value, min, max, upperMax)
{
    if (max === undefined) { max = min + 1; }

    var percentage = (value - min) / (max - min);

    if (percentage > 1)
    {
        if (upperMax !== undefined)
        {
            percentage = ((upperMax - value)) / (upperMax - max);

            if (percentage < 0)
            {
                percentage = 0;
            }
        }
        else
        {
            percentage = 1;
        }
    }
    else if (percentage < 0)
    {
        percentage = 0;
    }

    return percentage;
};

module.exports = Percent;


/***/ }),
/* 129 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * Compute a random unit vector.
 *
 * Computes random values for the given vector between -1 and 1 that can be used to represent a direction.
 *
 * Optionally accepts a scale value to scale the resulting vector by.
 *
 * @function Phaser.Math.RandomXY
 * @since 3.0.0
 *
 * @param {Phaser.Math.Vector2} vector - The Vector to compute random values for.
 * @param {number} [scale=1] - The scale of the random values.
 *
 * @return {Phaser.Math.Vector2} The given Vector.
 */
var RandomXY = function (vector, scale)
{
    if (scale === undefined) { scale = 1; }

    var r = Math.random() * 2 * Math.PI;

    vector.x = Math.cos(r) * scale;
    vector.y = Math.sin(r) * scale;

    return vector;
};

module.exports = RandomXY;


/***/ }),
/* 130 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * Compute a random position vector in a spherical area, optionally defined by the given radius.
 *
 * @function Phaser.Math.RandomXYZ
 * @since 3.0.0
 *
 * @param {Phaser.Math.Vector3} vec3 - The Vector to compute random values for.
 * @param {number} [radius=1] - The radius.
 *
 * @return {Phaser.Math.Vector3} The given Vector.
 */
var RandomXYZ = function (vec3, radius)
{
    if (radius === undefined) { radius = 1; }

    var r = Math.random() * 2 * Math.PI;
    var z = (Math.random() * 2) - 1;
    var zScale = Math.sqrt(1 - z * z) * radius;

    vec3.x = Math.cos(r) * zScale;
    vec3.y = Math.sin(r) * zScale;
    vec3.z = z * radius;

    return vec3;
};

module.exports = RandomXYZ;


/***/ }),
/* 131 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * Compute a random four-dimensional vector.
 *
 * @function Phaser.Math.RandomXYZW
 * @since 3.0.0
 *
 * @param {Phaser.Math.Vector4} vec4 - The Vector to compute random values for.
 * @param {number} [scale=1] - The scale of the random values.
 *
 * @return {Phaser.Math.Vector4} The given Vector.
 */
var RandomXYZW = function (vec4, scale)
{
    if (scale === undefined) { scale = 1; }

    // TODO: Not spherical; should fix this for more uniform distribution
    vec4.x = (Math.random() * 2 - 1) * scale;
    vec4.y = (Math.random() * 2 - 1) * scale;
    vec4.z = (Math.random() * 2 - 1) * scale;
    vec4.w = (Math.random() * 2 - 1) * scale;

    return vec4;
};

module.exports = RandomXYZW;


/***/ }),
/* 132 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * Rotate a given point by a given angle around the origin (0, 0), in an anti-clockwise direction.
 *
 * @function Phaser.Math.Rotate
 * @since 3.0.0
 *
 * @param {(Phaser.Geom.Point|object)} point - The point to be rotated.
 * @param {number} angle - The angle to be rotated by in an anticlockwise direction.
 *
 * @return {Phaser.Geom.Point} The given point, rotated by the given angle in an anticlockwise direction.
 */
var Rotate = function (point, angle)
{
    var x = point.x;
    var y = point.y;

    point.x = (x * Math.cos(angle)) - (y * Math.sin(angle));
    point.y = (x * Math.sin(angle)) + (y * Math.cos(angle));

    return point;
};

module.exports = Rotate;


/***/ }),
/* 133 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * Rotate a `point` around `x` and `y` by the given `angle`.
 *
 * @function Phaser.Math.RotateAround
 * @since 3.0.0
 *
 * @param {(Phaser.Geom.Point|object)} point - The point to be rotated.
 * @param {number} x - The horizontal coordinate to rotate around.
 * @param {number} y - The vertical coordinate to rotate around.
 * @param {number} angle - The angle of rotation in radians.
 *
 * @return {Phaser.Geom.Point} The given point, rotated by the given angle around the given coordinates.
 */
var RotateAround = function (point, x, y, angle)
{
    var c = Math.cos(angle);
    var s = Math.sin(angle);

    var tx = point.x - x;
    var ty = point.y - y;

    point.x = tx * c - ty * s + x;
    point.y = tx * s + ty * c + y;

    return point;
};

module.exports = RotateAround;


/***/ }),
/* 134 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * Rotate a `point` around `x` and `y` by the given `angle` and `distance`.
 *
 * @function Phaser.Math.RotateAroundDistance
 * @since 3.0.0
 *
 * @param {(Phaser.Geom.Point|object)} point - The point to be rotated.
 * @param {number} x - The horizontal coordinate to rotate around.
 * @param {number} y - The vertical coordinate to rotate around.
 * @param {number} angle - The angle of rotation in radians.
 * @param {number} distance - The distance from (x, y) to place the point at.
 *
 * @return {Phaser.Geom.Point} The given point.
 */
var RotateAroundDistance = function (point, x, y, angle, distance)
{
    var t = angle + Math.atan2(point.y - y, point.x - x);

    point.x = x + (distance * Math.cos(t));
    point.y = y + (distance * Math.sin(t));

    return point;
};

module.exports = RotateAroundDistance;


/***/ }),
/* 135 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * Round a given number so it is further away from zero. That is, positive numbers are rounded up, and negative numbers are rounded down.
 *
 * @function Phaser.Math.RoundAwayFromZero
 * @since 3.0.0
 *
 * @param {number} value - The number to round.
 *
 * @return {number} The rounded number, rounded away from zero.
 */
var RoundAwayFromZero = function (value)
{
    // "Opposite" of truncate.
    return (value > 0) ? Math.ceil(value) : Math.floor(value);
};

module.exports = RoundAwayFromZero;


/***/ }),
/* 136 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * Round a value to the given precision.
 * 
 * For example:
 * 
 * ```javascript
 * RoundTo(123.456, 0) = 123
 * RoundTo(123.456, 1) = 120
 * RoundTo(123.456, 2) = 100
 * ```
 * 
 * To round the decimal, i.e. to round to precision, pass in a negative `place`:
 * 
 * ```javascript
 * RoundTo(123.456789, 0) = 123
 * RoundTo(123.456789, -1) = 123.5
 * RoundTo(123.456789, -2) = 123.46
 * RoundTo(123.456789, -3) = 123.457
 * ```
 *
 * @function Phaser.Math.RoundTo
 * @since 3.0.0
 *
 * @param {number} value - The value to round.
 * @param {integer} [place=0] - The place to round to. Positive to round the units, negative to round the decimal.
 * @param {integer} [base=10] - The base to round in. Default is 10 for decimal.
 *
 * @return {number} The rounded value.
 */
var RoundTo = function (value, place, base)
{
    if (place === undefined) { place = 0; }
    if (base === undefined) { base = 10; }

    var p = Math.pow(base, -place);

    return Math.round(value * p) / p;
};

module.exports = RoundTo;


/***/ }),
/* 137 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * Generate a series of sine and cosine values.
 *
 * @function Phaser.Math.SinCosTableGenerator
 * @since 3.0.0
 *
 * @param {number} length - The number of values to generate.
 * @param {number} [sinAmp=1] - The sine value amplitude.
 * @param {number} [cosAmp=1] - The cosine value amplitude.
 * @param {number} [frequency=1] - The frequency of the values.
 *
 * @return {Phaser.Types.Math.SinCosTable} The generated values.
 */
var SinCosTableGenerator = function (length, sinAmp, cosAmp, frequency)
{
    if (sinAmp === undefined) { sinAmp = 1; }
    if (cosAmp === undefined) { cosAmp = 1; }
    if (frequency === undefined) { frequency = 1; }

    frequency *= Math.PI / length;

    var cos = [];
    var sin = [];

    for (var c = 0; c < length; c++)
    {
        cosAmp -= sinAmp * frequency;
        sinAmp += cosAmp * frequency;

        cos[c] = cosAmp;
        sin[c] = sinAmp;
    }

    return {
        sin: sin,
        cos: cos,
        length: length
    };
};

module.exports = SinCosTableGenerator;


/***/ }),
/* 138 */
/***/ (function(module, exports, __webpack_require__) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

var Vector2 = __webpack_require__(5);

/**
 * Returns a Vec2 containing the x and y position of the given index in a `width` x `height` sized grid.
 * 
 * For example, in a 6 x 4 grid, index 16 would equal x: 4 y: 2.
 * 
 * If the given index is out of range an empty Vec2 is returned.
 *
 * @function Phaser.Math.ToXY
 * @since 3.19.0
 *
 * @param {integer} index - The position within the grid to get the x/y value for.
 * @param {integer} width - The width of the grid.
 * @param {integer} height - The height of the grid.
 * @param {Phaser.Math.Vector2} [out] - An optional Vector2 to store the result in. If not given, a new Vector2 instance will be created.
 *
 * @return {Phaser.Math.Vector2} A Vector2 where the x and y properties contain the given grid index.
 */
var ToXY = function (index, width, height, out)
{
    if (out === undefined) { out = new Vector2(); }

    var x = 0;
    var y = 0;
    var total = width * height;

    if (index > 0 && index <= total)
    {
        if (index > width - 1)
        {
            y = Math.floor(index / width);
            x = index - (y * width);
        }
        else
        {
            x = index;
        }

        out.set(x, y);
    }

    return out;
};

module.exports = ToXY;


/***/ }),
/* 139 */
/***/ (function(module, exports, __webpack_require__) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

var Vector2 = __webpack_require__(5);

/**
 * Takes the `x` and `y` coordinates and transforms them into the same space as
 * defined by the position, rotation and scale values.
 *
 * @function Phaser.Math.TransformXY
 * @since 3.0.0
 *
 * @param {number} x - The x coordinate to be transformed.
 * @param {number} y - The y coordinate to be transformed.
 * @param {number} positionX - Horizontal position of the transform point.
 * @param {number} positionY - Vertical position of the transform point.
 * @param {number} rotation - Rotation of the transform point, in radians.
 * @param {number} scaleX - Horizontal scale of the transform point.
 * @param {number} scaleY - Vertical scale of the transform point.
 * @param {(Phaser.Math.Vector2|Phaser.Geom.Point|object)} [output] - The output vector, point or object for the translated coordinates.
 *
 * @return {(Phaser.Math.Vector2|Phaser.Geom.Point|object)} The translated point.
 */
var TransformXY = function (x, y, positionX, positionY, rotation, scaleX, scaleY, output)
{
    if (output === undefined) { output = new Vector2(); }

    var radianSin = Math.sin(rotation);
    var radianCos = Math.cos(rotation);

    // Rotate and Scale
    var a = radianCos * scaleX;
    var b = radianSin * scaleX;
    var c = -radianSin * scaleY;
    var d = radianCos * scaleY;

    //  Invert
    var id = 1 / ((a * d) + (c * -b));

    output.x = (d * id * x) + (-c * id * y) + (((positionY * c) - (positionX * d)) * id);
    output.y = (a * id * y) + (-b * id * x) + (((-positionY * a) + (positionX * b)) * id);

    return output;
};

module.exports = TransformXY;


/***/ }),
/* 140 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * Checks if the two values are within the given `tolerance` of each other.
 *
 * @function Phaser.Math.Within
 * @since 3.0.0
 *
 * @param {number} a - The first value to use in the calculation.
 * @param {number} b - The second value to use in the calculation.
 * @param {number} tolerance - The tolerance. Anything equal to or less than this value is considered as being within range.
 *
 * @return {boolean} Returns `true` if `a` is less than or equal to the tolerance of `b`.
 */
var Within = function (a, b, tolerance)
{
    return (Math.abs(a - b) <= tolerance);
};

module.exports = Within;


/***/ }),
/* 141 */
/***/ (function(module, exports, __webpack_require__) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

//  Adapted from [gl-matrix](https://github.com/toji/gl-matrix) by toji
//  and [vecmath](https://github.com/mattdesl/vecmath) by mattdesl

var Class = __webpack_require__(0);

/**
 * @classdesc
 * A representation of a vector in 4D space.
 *
 * A four-component vector.
 *
 * @class Vector4
 * @memberof Phaser.Math
 * @constructor
 * @since 3.0.0
 *
 * @param {number} [x] - The x component.
 * @param {number} [y] - The y component.
 * @param {number} [z] - The z component.
 * @param {number} [w] - The w component.
 */
var Vector4 = new Class({

    initialize:

    function Vector4 (x, y, z, w)
    {
        /**
         * The x component of this Vector.
         *
         * @name Phaser.Math.Vector4#x
         * @type {number}
         * @default 0
         * @since 3.0.0
         */
        this.x = 0;

        /**
         * The y component of this Vector.
         *
         * @name Phaser.Math.Vector4#y
         * @type {number}
         * @default 0
         * @since 3.0.0
         */
        this.y = 0;

        /**
         * The z component of this Vector.
         *
         * @name Phaser.Math.Vector4#z
         * @type {number}
         * @default 0
         * @since 3.0.0
         */
        this.z = 0;

        /**
         * The w component of this Vector.
         *
         * @name Phaser.Math.Vector4#w
         * @type {number}
         * @default 0
         * @since 3.0.0
         */
        this.w = 0;

        if (typeof x === 'object')
        {
            this.x = x.x || 0;
            this.y = x.y || 0;
            this.z = x.z || 0;
            this.w = x.w || 0;
        }
        else
        {
            this.x = x || 0;
            this.y = y || 0;
            this.z = z || 0;
            this.w = w || 0;
        }
    },

    /**
     * Make a clone of this Vector4.
     *
     * @method Phaser.Math.Vector4#clone
     * @since 3.0.0
     *
     * @return {Phaser.Math.Vector4} A clone of this Vector4.
     */
    clone: function ()
    {
        return new Vector4(this.x, this.y, this.z, this.w);
    },

    /**
     * Copy the components of a given Vector into this Vector.
     *
     * @method Phaser.Math.Vector4#copy
     * @since 3.0.0
     *
     * @param {Phaser.Math.Vector4} src - The Vector to copy the components from.
     *
     * @return {Phaser.Math.Vector4} This Vector4.
     */
    copy: function (src)
    {
        this.x = src.x;
        this.y = src.y;
        this.z = src.z || 0;
        this.w = src.w || 0;

        return this;
    },

    /**
     * Check whether this Vector is equal to a given Vector.
     *
     * Performs a strict quality check against each Vector's components.
     *
     * @method Phaser.Math.Vector4#equals
     * @since 3.0.0
     *
     * @param {Phaser.Math.Vector4} v - The vector to check equality with.
     *
     * @return {boolean} A boolean indicating whether the two Vectors are equal or not.
     */
    equals: function (v)
    {
        return ((this.x === v.x) && (this.y === v.y) && (this.z === v.z) && (this.w === v.w));
    },

    /**
     * Set the `x`, `y`, `z` and `w` components of the this Vector to the given `x`, `y`, `z` and `w` values.
     *
     * @method Phaser.Math.Vector4#set
     * @since 3.0.0
     *
     * @param {(number|object)} x - The x value to set for this Vector, or an object containing x, y, z and w components.
     * @param {number} y - The y value to set for this Vector.
     * @param {number} z - The z value to set for this Vector.
     * @param {number} w - The z value to set for this Vector.
     *
     * @return {Phaser.Math.Vector4} This Vector4.
     */
    set: function (x, y, z, w)
    {
        if (typeof x === 'object')
        {
            this.x = x.x || 0;
            this.y = x.y || 0;
            this.z = x.z || 0;
            this.w = x.w || 0;
        }
        else
        {
            this.x = x || 0;
            this.y = y || 0;
            this.z = z || 0;
            this.w = w || 0;
        }

        return this;
    },

    /**
     * Add a given Vector to this Vector. Addition is component-wise.
     *
     * @method Phaser.Math.Vector4#add
     * @since 3.0.0
     *
     * @param {(Phaser.Math.Vector2|Phaser.Math.Vector3|Phaser.Math.Vector4)} v - The Vector to add to this Vector.
     *
     * @return {Phaser.Math.Vector4} This Vector4.
     */
    add: function (v)
    {
        this.x += v.x;
        this.y += v.y;
        this.z += v.z || 0;
        this.w += v.w || 0;

        return this;
    },

    /**
     * Subtract the given Vector from this Vector. Subtraction is component-wise.
     *
     * @method Phaser.Math.Vector4#subtract
     * @since 3.0.0
     *
     * @param {(Phaser.Math.Vector2|Phaser.Math.Vector3|Phaser.Math.Vector4)} v - The Vector to subtract from this Vector.
     *
     * @return {Phaser.Math.Vector4} This Vector4.
     */
    subtract: function (v)
    {
        this.x -= v.x;
        this.y -= v.y;
        this.z -= v.z || 0;
        this.w -= v.w || 0;

        return this;
    },

    /**
     * Scale this Vector by the given value.
     *
     * @method Phaser.Math.Vector4#scale
     * @since 3.0.0
     *
     * @param {number} scale - The value to scale this Vector by.
     *
     * @return {Phaser.Math.Vector4} This Vector4.
     */
    scale: function (scale)
    {
        this.x *= scale;
        this.y *= scale;
        this.z *= scale;
        this.w *= scale;

        return this;
    },

    /**
     * Calculate the length (or magnitude) of this Vector.
     *
     * @method Phaser.Math.Vector4#length
     * @since 3.0.0
     *
     * @return {number} The length of this Vector.
     */
    length: function ()
    {
        var x = this.x;
        var y = this.y;
        var z = this.z;
        var w = this.w;

        return Math.sqrt(x * x + y * y + z * z + w * w);
    },

    /**
     * Calculate the length of this Vector squared.
     *
     * @method Phaser.Math.Vector4#lengthSq
     * @since 3.0.0
     *
     * @return {number} The length of this Vector, squared.
     */
    lengthSq: function ()
    {
        var x = this.x;
        var y = this.y;
        var z = this.z;
        var w = this.w;

        return x * x + y * y + z * z + w * w;
    },

    /**
     * Normalize this Vector.
     *
     * Makes the vector a unit length vector (magnitude of 1) in the same direction.
     *
     * @method Phaser.Math.Vector4#normalize
     * @since 3.0.0
     *
     * @return {Phaser.Math.Vector4} This Vector4.
     */
    normalize: function ()
    {
        var x = this.x;
        var y = this.y;
        var z = this.z;
        var w = this.w;
        var len = x * x + y * y + z * z + w * w;

        if (len > 0)
        {
            len = 1 / Math.sqrt(len);

            this.x = x * len;
            this.y = y * len;
            this.z = z * len;
            this.w = w * len;
        }

        return this;
    },

    /**
     * Calculate the dot product of this Vector and the given Vector.
     *
     * @method Phaser.Math.Vector4#dot
     * @since 3.0.0
     *
     * @param {Phaser.Math.Vector4} v - The Vector4 to dot product with this Vector4.
     *
     * @return {number} The dot product of this Vector and the given Vector.
     */
    dot: function (v)
    {
        return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
    },

    /**
     * Linearly interpolate between this Vector and the given Vector.
     *
     * Interpolates this Vector towards the given Vector.
     *
     * @method Phaser.Math.Vector4#lerp
     * @since 3.0.0
     *
     * @param {Phaser.Math.Vector4} v - The Vector4 to interpolate towards.
     * @param {number} [t=0] - The interpolation percentage, between 0 and 1.
     *
     * @return {Phaser.Math.Vector4} This Vector4.
     */
    lerp: function (v, t)
    {
        if (t === undefined) { t = 0; }

        var ax = this.x;
        var ay = this.y;
        var az = this.z;
        var aw = this.w;

        this.x = ax + t * (v.x - ax);
        this.y = ay + t * (v.y - ay);
        this.z = az + t * (v.z - az);
        this.w = aw + t * (v.w - aw);

        return this;
    },

    /**
     * Perform a component-wise multiplication between this Vector and the given Vector.
     *
     * Multiplies this Vector by the given Vector.
     *
     * @method Phaser.Math.Vector4#multiply
     * @since 3.0.0
     *
     * @param {(Phaser.Math.Vector2|Phaser.Math.Vector3|Phaser.Math.Vector4)} v - The Vector to multiply this Vector by.
     *
     * @return {Phaser.Math.Vector4} This Vector4.
     */
    multiply: function (v)
    {
        this.x *= v.x;
        this.y *= v.y;
        this.z *= v.z || 1;
        this.w *= v.w || 1;

        return this;
    },

    /**
     * Perform a component-wise division between this Vector and the given Vector.
     *
     * Divides this Vector by the given Vector.
     *
     * @method Phaser.Math.Vector4#divide
     * @since 3.0.0
     *
     * @param {(Phaser.Math.Vector2|Phaser.Math.Vector3|Phaser.Math.Vector4)} v - The Vector to divide this Vector by.
     *
     * @return {Phaser.Math.Vector4} This Vector4.
     */
    divide: function (v)
    {
        this.x /= v.x;
        this.y /= v.y;
        this.z /= v.z || 1;
        this.w /= v.w || 1;

        return this;
    },

    /**
     * Calculate the distance between this Vector and the given Vector.
     *
     * @method Phaser.Math.Vector4#distance
     * @since 3.0.0
     *
     * @param {(Phaser.Math.Vector2|Phaser.Math.Vector3|Phaser.Math.Vector4)} v - The Vector to calculate the distance to.
     *
     * @return {number} The distance from this Vector to the given Vector.
     */
    distance: function (v)
    {
        var dx = v.x - this.x;
        var dy = v.y - this.y;
        var dz = v.z - this.z || 0;
        var dw = v.w - this.w || 0;

        return Math.sqrt(dx * dx + dy * dy + dz * dz + dw * dw);
    },

    /**
     * Calculate the distance between this Vector and the given Vector, squared.
     *
     * @method Phaser.Math.Vector4#distanceSq
     * @since 3.0.0
     *
     * @param {(Phaser.Math.Vector2|Phaser.Math.Vector3|Phaser.Math.Vector4)} v - The Vector to calculate the distance to.
     *
     * @return {number} The distance from this Vector to the given Vector, squared.
     */
    distanceSq: function (v)
    {
        var dx = v.x - this.x;
        var dy = v.y - this.y;
        var dz = v.z - this.z || 0;
        var dw = v.w - this.w || 0;

        return dx * dx + dy * dy + dz * dz + dw * dw;
    },

    /**
     * Negate the `x`, `y`, `z` and `w` components of this Vector.
     *
     * @method Phaser.Math.Vector4#negate
     * @since 3.0.0
     *
     * @return {Phaser.Math.Vector4} This Vector4.
     */
    negate: function ()
    {
        this.x = -this.x;
        this.y = -this.y;
        this.z = -this.z;
        this.w = -this.w;

        return this;
    },

    /**
     * Transform this Vector with the given Matrix.
     *
     * @method Phaser.Math.Vector4#transformMat4
     * @since 3.0.0
     *
     * @param {Phaser.Math.Matrix4} mat - The Matrix4 to transform this Vector4 with.
     *
     * @return {Phaser.Math.Vector4} This Vector4.
     */
    transformMat4: function (mat)
    {
        var x = this.x;
        var y = this.y;
        var z = this.z;
        var w = this.w;
        var m = mat.val;

        this.x = m[0] * x + m[4] * y + m[8] * z + m[12] * w;
        this.y = m[1] * x + m[5] * y + m[9] * z + m[13] * w;
        this.z = m[2] * x + m[6] * y + m[10] * z + m[14] * w;
        this.w = m[3] * x + m[7] * y + m[11] * z + m[15] * w;

        return this;
    },

    /**
     * Transform this Vector with the given Quaternion.
     *
     * @method Phaser.Math.Vector4#transformQuat
     * @since 3.0.0
     *
     * @param {Phaser.Math.Quaternion} q - The Quaternion to transform this Vector with.
     *
     * @return {Phaser.Math.Vector4} This Vector4.
     */
    transformQuat: function (q)
    {
        // TODO: is this really the same as Vector3?
        // Also, what about this: http://molecularmusings.wordpress.com/2013/05/24/a-faster-quaternion-vector-multiplication/
        // benchmarks: http://jsperf.com/quaternion-transform-vec3-implementations
        var x = this.x;
        var y = this.y;
        var z = this.z;
        var qx = q.x;
        var qy = q.y;
        var qz = q.z;
        var qw = q.w;

        // calculate quat * vec
        var ix = qw * x + qy * z - qz * y;
        var iy = qw * y + qz * x - qx * z;
        var iz = qw * z + qx * y - qy * x;
        var iw = -qx * x - qy * y - qz * z;

        // calculate result * inverse quat
        this.x = ix * qw + iw * -qx + iy * -qz - iz * -qy;
        this.y = iy * qw + iw * -qy + iz * -qx - ix * -qz;
        this.z = iz * qw + iw * -qz + ix * -qy - iy * -qx;

        return this;
    },

    /**
     * Make this Vector the zero vector (0, 0, 0, 0).
     *
     * @method Phaser.Math.Vector4#reset
     * @since 3.0.0
     *
     * @return {Phaser.Math.Vector4} This Vector4.
     */
    reset: function ()
    {
        this.x = 0;
        this.y = 0;
        this.z = 0;
        this.w = 0;

        return this;
    }

});

//  TODO: Check if these are required internally, if not, remove.
Vector4.prototype.sub = Vector4.prototype.subtract;
Vector4.prototype.mul = Vector4.prototype.multiply;
Vector4.prototype.div = Vector4.prototype.divide;
Vector4.prototype.dist = Vector4.prototype.distance;
Vector4.prototype.distSq = Vector4.prototype.distanceSq;
Vector4.prototype.len = Vector4.prototype.length;
Vector4.prototype.lenSq = Vector4.prototype.lengthSq;

module.exports = Vector4;


/***/ }),
/* 142 */
/***/ (function(module, exports, __webpack_require__) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

var Vector3 = __webpack_require__(10);
var Matrix4 = __webpack_require__(27);
var Quaternion = __webpack_require__(28);

var tmpMat4 = new Matrix4();
var tmpQuat = new Quaternion();
var tmpVec3 = new Vector3();

/**
 * Rotates a vector in place by axis angle.
 *
 * This is the same as transforming a point by an
 * axis-angle quaternion, but it has higher precision.
 *
 * @function Phaser.Math.RotateVec3
 * @since 3.0.0
 *
 * @param {Phaser.Math.Vector3} vec - The vector to be rotated.
 * @param {Phaser.Math.Vector3} axis - The axis to rotate around.
 * @param {number} radians - The angle of rotation in radians.
 *
 * @return {Phaser.Math.Vector3} The given vector.
 */
var RotateVec3 = function (vec, axis, radians)
{
    //  Set the quaternion to our axis angle
    tmpQuat.setAxisAngle(axis, radians);

    //  Create a rotation matrix from the axis angle
    tmpMat4.fromRotationTranslation(tmpQuat, tmpVec3.set(0, 0, 0));

    //  Multiply our vector by the rotation matrix
    return vec.transformMat4(tmpMat4);
};

module.exports = RotateVec3;


/***/ }),
/* 143 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * The Scale Manager Resize Event.
 * 
 * This event is dispatched whenever the Scale Manager detects a resize event from the browser.
 * It sends three parameters to the callback, each of them being Size components. You can read
 * the `width`, `height`, `aspectRatio` and other properties of these components to help with
 * scaling your own game content.
 *
 * @event Phaser.Scale.Events#RESIZE
 * @since 3.16.1
 * 
 * @param {Phaser.Structs.Size} gameSize - A reference to the Game Size component. This is the un-scaled size of your game canvas.
 * @param {Phaser.Structs.Size} baseSize - A reference to the Base Size component. This is the game size multiplied by resolution.
 * @param {Phaser.Structs.Size} displaySize - A reference to the Display Size component. This is the scaled canvas size, after applying zoom and scale mode.
 * @param {number} resolution - The current resolution. Defaults to 1 at the moment.
 * @param {number} previousWidth - If the `gameSize` has changed, this value contains its previous width, otherwise it contains the current width.
 * @param {number} previousHeight - If the `gameSize` has changed, this value contains its previous height, otherwise it contains the current height.
 */
module.exports = 'resize';


/***/ }),
/* 144 */
/***/ (function(module, exports, __webpack_require__) {

/**
* @author       Richard Davey <rich@photonstorm.com>
* @copyright    2019 Photon Storm Ltd.
* @license      {@link https://github.com/photonstorm/phaser3-plugin-template/blob/master/LICENSE|MIT License}
*/

var BasePlugin = __webpack_require__(145);
var Class = __webpack_require__(0);
var SceneEvents = __webpack_require__(146);

/**
 * @classdesc
 * A Scene Level Plugin is installed into every Scene and belongs to that Scene.
 * It can listen for Scene events and respond to them.
 * It can map itself to a Scene property, or into the Scene Systems, or both.
 *
 * @class ScenePlugin
 * @memberof Phaser.Plugins
 * @extends Phaser.Plugins.BasePlugin
 * @constructor
 * @since 3.8.0
 *
 * @param {Phaser.Scene} scene - A reference to the Scene that has installed this plugin.
 * @param {Phaser.Plugins.PluginManager} pluginManager - A reference to the Plugin Manager.
 */
var ScenePlugin = new Class({

    Extends: BasePlugin,

    initialize:

    function ScenePlugin (scene, pluginManager)
    {
        BasePlugin.call(this, pluginManager);

        /**
         * A reference to the Scene that has installed this plugin.
         * Only set if it's a Scene Plugin, otherwise `null`.
         * This property is only set when the plugin is instantiated and added to the Scene, not before.
         * You can use it during the `boot` method.
         *
         * @name Phaser.Plugins.ScenePlugin#scene
         * @type {?Phaser.Scene}
         * @protected
         * @since 3.8.0
         */
        this.scene = scene;

        /**
         * A reference to the Scene Systems of the Scene that has installed this plugin.
         * Only set if it's a Scene Plugin, otherwise `null`.
         * This property is only set when the plugin is instantiated and added to the Scene, not before.
         * You can use it during the `boot` method.
         *
         * @name Phaser.Plugins.ScenePlugin#systems
         * @type {?Phaser.Scenes.Systems}
         * @protected
         * @since 3.8.0
         */
        this.systems = scene.sys;

        scene.sys.events.once(SceneEvents.BOOT, this.boot, this);
    },

    /**
     * This method is called when the Scene boots. It is only ever called once.
     *
     * By this point the plugin properties `scene` and `systems` will have already been set.
     *
     * In here you can listen for {@link Phaser.Scenes.Events Scene events} and set-up whatever you need for this plugin to run.
     * Here are the Scene events you can listen to:
     *
     * - start
     * - ready
     * - preupdate
     * - update
     * - postupdate
     * - resize
     * - pause
     * - resume
     * - sleep
     * - wake
     * - transitioninit
     * - transitionstart
     * - transitioncomplete
     * - transitionout
     * - shutdown
     * - destroy
     *
     * At the very least you should offer a destroy handler for when the Scene closes down, i.e:
     *
     * ```javascript
     * var eventEmitter = this.systems.events;
     * eventEmitter.once('destroy', this.sceneDestroy, this);
     * ```
     *
     * @method Phaser.Plugins.ScenePlugin#boot
     * @since 3.8.0
     */
    boot: function ()
    {
    },

    /**
     * Game instance has been destroyed.
     * 
     * You must release everything in here, all references, all objects, free it all up.
     *
     * @method Phaser.Plugins.ScenePlugin#destroy
     * @since 3.8.0
     */
    destroy: function ()
    {
        this.pluginManager = null;
        this.game = null;
        this.scene = null;
        this.systems = null;
    }

});

module.exports = ScenePlugin;


/***/ }),
/* 145 */
/***/ (function(module, exports, __webpack_require__) {

/**
* @author       Richard Davey <rich@photonstorm.com>
* @copyright    2019 Photon Storm Ltd.
* @license      {@link https://github.com/photonstorm/phaser3-plugin-template/blob/master/LICENSE|MIT License}
*/

var Class = __webpack_require__(0);

/**
 * @classdesc
 * A Global Plugin is installed just once into the Game owned Plugin Manager.
 * It can listen for Game events and respond to them.
 *
 * @class BasePlugin
 * @memberof Phaser.Plugins
 * @constructor
 * @since 3.8.0
 *
 * @param {Phaser.Plugins.PluginManager} pluginManager - A reference to the Plugin Manager.
 */
var BasePlugin = new Class({

    initialize:

    function BasePlugin (pluginManager)
    {
        /**
         * A handy reference to the Plugin Manager that is responsible for this plugin.
         * Can be used as a route to gain access to game systems and  events.
         *
         * @name Phaser.Plugins.BasePlugin#pluginManager
         * @type {Phaser.Plugins.PluginManager}
         * @protected
         * @since 3.8.0
         */
        this.pluginManager = pluginManager;

        /**
         * A reference to the Game instance this plugin is running under.
         *
         * @name Phaser.Plugins.BasePlugin#game
         * @type {Phaser.Game}
         * @protected
         * @since 3.8.0
         */
        this.game = pluginManager.game;
    },

    /**
     * The PluginManager calls this method on a Global Plugin when the plugin is first instantiated.
     * It will never be called again on this instance.
     * In here you can set-up whatever you need for this plugin to run.
     * If a plugin is set to automatically start then `BasePlugin.start` will be called immediately after this.
     * On a Scene Plugin, this method is never called. Use {@link Phaser.Plugins.ScenePlugin#boot} instead.
     *
     * @method Phaser.Plugins.BasePlugin#init
     * @since 3.8.0
     *
     * @param {?any} [data] - A value specified by the user, if any, from the `data` property of the plugin's configuration object (if started at game boot) or passed in the PluginManager's `install` method (if started manually).
     */
    init: function ()
    {
    },

    /**
     * The PluginManager calls this method on a Global Plugin when the plugin is started.
     * If a plugin is stopped, and then started again, this will get called again.
     * Typically called immediately after `BasePlugin.init`.
     * On a Scene Plugin, this method is never called.
     *
     * @method Phaser.Plugins.BasePlugin#start
     * @since 3.8.0
     */
    start: function ()
    {
        //  Here are the game-level events you can listen to.
        //  At the very least you should offer a destroy handler for when the game closes down.

        // var eventEmitter = this.game.events;

        // eventEmitter.once('destroy', this.gameDestroy, this);
        // eventEmitter.on('pause', this.gamePause, this);
        // eventEmitter.on('resume', this.gameResume, this);
        // eventEmitter.on('resize', this.gameResize, this);
        // eventEmitter.on('prestep', this.gamePreStep, this);
        // eventEmitter.on('step', this.gameStep, this);
        // eventEmitter.on('poststep', this.gamePostStep, this);
        // eventEmitter.on('prerender', this.gamePreRender, this);
        // eventEmitter.on('postrender', this.gamePostRender, this);
    },

    /**
     * The PluginManager calls this method on a Global Plugin when the plugin is stopped.
     * The game code has requested that your plugin stop doing whatever it does.
     * It is now considered as 'inactive' by the PluginManager.
     * Handle that process here (i.e. stop listening for events, etc)
     * If the plugin is started again then `BasePlugin.start` will be called again.
     * On a Scene Plugin, this method is never called.
     *
     * @method Phaser.Plugins.BasePlugin#stop
     * @since 3.8.0
     */
    stop: function ()
    {
    },

    /**
     * Game instance has been destroyed.
     * You must release everything in here, all references, all objects, free it all up.
     *
     * @method Phaser.Plugins.BasePlugin#destroy
     * @since 3.8.0
     */
    destroy: function ()
    {
        this.pluginManager = null;
        this.game = null;
        this.scene = null;
        this.systems = null;
    }

});

module.exports = BasePlugin;


/***/ }),
/* 146 */
/***/ (function(module, exports, __webpack_require__) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * @namespace Phaser.Scenes.Events
 */

module.exports = {

    BOOT: __webpack_require__(147),
    CREATE: __webpack_require__(148),
    DESTROY: __webpack_require__(149),
    PAUSE: __webpack_require__(150),
    POST_UPDATE: __webpack_require__(151),
    PRE_UPDATE: __webpack_require__(152),
    READY: __webpack_require__(153),
    RENDER: __webpack_require__(154),
    RESUME: __webpack_require__(155),
    SHUTDOWN: __webpack_require__(156),
    SLEEP: __webpack_require__(157),
    START: __webpack_require__(158),
    TRANSITION_COMPLETE: __webpack_require__(159),
    TRANSITION_INIT: __webpack_require__(160),
    TRANSITION_OUT: __webpack_require__(161),
    TRANSITION_START: __webpack_require__(162),
    TRANSITION_WAKE: __webpack_require__(163),
    UPDATE: __webpack_require__(164),
    WAKE: __webpack_require__(165)

};


/***/ }),
/* 147 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * The Scene Systems Boot Event.
 * 
 * This event is dispatched by a Scene during the Scene Systems boot process. Primarily used by Scene Plugins.
 * 
 * Listen to it from a Scene using `this.scene.events.on('boot', listener)`.
 * 
 * @event Phaser.Scenes.Events#BOOT
 * @since 3.0.0
 * 
 * @param {Phaser.Scenes.Systems} sys - A reference to the Scene Systems class of the Scene that emitted this event.
 */
module.exports = 'boot';


/***/ }),
/* 148 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * The Scene Create Event.
 * 
 * This event is dispatched by a Scene after it has been created by the Scene Manager.
 * 
 * If a Scene has a `create` method then this event is emitted _after_ that has run.
 * 
 * If there is a transition, this event will be fired after the `TRANSITION_START` event.
 * 
 * Listen to it from a Scene using `this.scene.events.on('create', listener)`.
 * 
 * @event Phaser.Scenes.Events#CREATE
 * @since 3.17.0
 * 
 * @param {Phaser.Scene} scene - A reference to the Scene that emitted this event.
 */
module.exports = 'create';


/***/ }),
/* 149 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * The Scene Systems Destroy Event.
 * 
 * This event is dispatched by a Scene during the Scene Systems destroy process.
 * 
 * Listen to it from a Scene using `this.scene.events.on('destroy', listener)`.
 * 
 * You should destroy any resources that may be in use by your Scene in this event handler.
 * 
 * @event Phaser.Scenes.Events#DESTROY
 * @since 3.0.0
 * 
 * @param {Phaser.Scenes.Systems} sys - A reference to the Scene Systems class of the Scene that emitted this event.
 */
module.exports = 'destroy';


/***/ }),
/* 150 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * The Scene Systems Pause Event.
 * 
 * This event is dispatched by a Scene when it is paused, either directly via the `pause` method, or as an
 * action from another Scene.
 * 
 * Listen to it from a Scene using `this.scene.events.on('pause', listener)`.
 * 
 * @event Phaser.Scenes.Events#PAUSE
 * @since 3.0.0
 * 
 * @param {Phaser.Scenes.Systems} sys - A reference to the Scene Systems class of the Scene that emitted this event.
 * @param {any} [data] - An optional data object that was passed to this Scene when it was paused.
 */
module.exports = 'pause';


/***/ }),
/* 151 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * The Scene Systems Post Update Event.
 * 
 * This event is dispatched by a Scene during the main game loop step.
 * 
 * The event flow for a single step of a Scene is as follows:
 * 
 * 1. [PRE_UPDATE]{@linkcode Phaser.Scenes.Events#event:PRE_UPDATE}
 * 2. [UPDATE]{@linkcode Phaser.Scenes.Events#event:UPDATE}
 * 3. The `Scene.update` method is called, if it exists
 * 4. [POST_UPDATE]{@linkcode Phaser.Scenes.Events#event:POST_UPDATE}
 * 5. [RENDER]{@linkcode Phaser.Scenes.Events#event:RENDER}
 * 
 * Listen to it from a Scene using `this.scene.events.on('postupdate', listener)`.
 * 
 * A Scene will only run its step if it is active.
 * 
 * @event Phaser.Scenes.Events#POST_UPDATE
 * @since 3.0.0
 * 
 * @param {Phaser.Scenes.Systems} sys - A reference to the Scene Systems class of the Scene that emitted this event.
 * @param {number} time - The current time. Either a High Resolution Timer value if it comes from Request Animation Frame, or Date.now if using SetTimeout.
 * @param {number} delta - The delta time in ms since the last frame. This is a smoothed and capped value based on the FPS rate.
 */
module.exports = 'postupdate';


/***/ }),
/* 152 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * The Scene Systems Pre Update Event.
 * 
 * This event is dispatched by a Scene during the main game loop step.
 * 
 * The event flow for a single step of a Scene is as follows:
 * 
 * 1. [PRE_UPDATE]{@linkcode Phaser.Scenes.Events#event:PRE_UPDATE}
 * 2. [UPDATE]{@linkcode Phaser.Scenes.Events#event:UPDATE}
 * 3. The `Scene.update` method is called, if it exists
 * 4. [POST_UPDATE]{@linkcode Phaser.Scenes.Events#event:POST_UPDATE}
 * 5. [RENDER]{@linkcode Phaser.Scenes.Events#event:RENDER}
 * 
 * Listen to it from a Scene using `this.scene.events.on('preupdate', listener)`.
 * 
 * A Scene will only run its step if it is active.
 * 
 * @event Phaser.Scenes.Events#PRE_UPDATE
 * @since 3.0.0
 * 
 * @param {Phaser.Scenes.Systems} sys - A reference to the Scene Systems class of the Scene that emitted this event.
 * @param {number} time - The current time. Either a High Resolution Timer value if it comes from Request Animation Frame, or Date.now if using SetTimeout.
 * @param {number} delta - The delta time in ms since the last frame. This is a smoothed and capped value based on the FPS rate.
 */
module.exports = 'preupdate';


/***/ }),
/* 153 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * The Scene Systems Ready Event.
 * 
 * This event is dispatched by a Scene during the Scene Systems start process.
 * By this point in the process the Scene is now fully active and rendering.
 * This event is meant for your game code to use, as all plugins have responded to the earlier 'start' event.
 * 
 * Listen to it from a Scene using `this.scene.events.on('ready', listener)`.
 * 
 * @event Phaser.Scenes.Events#READY
 * @since 3.0.0
 * 
 * @param {Phaser.Scenes.Systems} sys - A reference to the Scene Systems class of the Scene that emitted this event.
 * @param {any} [data] - An optional data object that was passed to this Scene when it was started.
 */
module.exports = 'ready';


/***/ }),
/* 154 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * The Scene Systems Render Event.
 * 
 * This event is dispatched by a Scene during the main game loop step.
 * 
 * The event flow for a single step of a Scene is as follows:
 * 
 * 1. [PRE_UPDATE]{@linkcode Phaser.Scenes.Events#event:PRE_UPDATE}
 * 2. [UPDATE]{@linkcode Phaser.Scenes.Events#event:UPDATE}
 * 3. The `Scene.update` method is called, if it exists
 * 4. [POST_UPDATE]{@linkcode Phaser.Scenes.Events#event:POST_UPDATE}
 * 5. [RENDER]{@linkcode Phaser.Scenes.Events#event:RENDER}
 * 
 * Listen to it from a Scene using `this.scene.events.on('render', listener)`.
 * 
 * A Scene will only render if it is visible and active.
 * By the time this event is dispatched, the Scene will have already been rendered.
 * 
 * @event Phaser.Scenes.Events#RENDER
 * @since 3.0.0
 * 
 * @param {(Phaser.Renderer.Canvas.CanvasRenderer|Phaser.Renderer.WebGL.WebGLRenderer)} renderer - The renderer that rendered the Scene.
 */
module.exports = 'render';


/***/ }),
/* 155 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * The Scene Systems Resume Event.
 * 
 * This event is dispatched by a Scene when it is resumed from a paused state, either directly via the `resume` method,
 * or as an action from another Scene.
 * 
 * Listen to it from a Scene using `this.scene.events.on('resume', listener)`.
 * 
 * @event Phaser.Scenes.Events#RESUME
 * @since 3.0.0
 * 
 * @param {Phaser.Scenes.Systems} sys - A reference to the Scene Systems class of the Scene that emitted this event.
 * @param {any} [data] - An optional data object that was passed to this Scene when it was resumed.
 */
module.exports = 'resume';


/***/ }),
/* 156 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * The Scene Systems Shutdown Event.
 * 
 * This event is dispatched by a Scene during the Scene Systems shutdown process.
 * 
 * Listen to it from a Scene using `this.scene.events.on('shutdown', listener)`.
 * 
 * You should free-up any resources that may be in use by your Scene in this event handler, on the understanding
 * that the Scene may, at any time, become active again. A shutdown Scene is not 'destroyed', it's simply not
 * currently active. Use the [DESTROY]{@linkcode Phaser.Scenes.Events#event:DESTROY} event to completely clear resources.
 * 
 * @event Phaser.Scenes.Events#SHUTDOWN
 * @since 3.0.0
 * 
 * @param {Phaser.Scenes.Systems} sys - A reference to the Scene Systems class of the Scene that emitted this event.
 * @param {any} [data] - An optional data object that was passed to this Scene when it was shutdown.
 */
module.exports = 'shutdown';


/***/ }),
/* 157 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * The Scene Systems Sleep Event.
 * 
 * This event is dispatched by a Scene when it is sent to sleep, either directly via the `sleep` method,
 * or as an action from another Scene.
 * 
 * Listen to it from a Scene using `this.scene.events.on('sleep', listener)`.
 * 
 * @event Phaser.Scenes.Events#SLEEP
 * @since 3.0.0
 * 
 * @param {Phaser.Scenes.Systems} sys - A reference to the Scene Systems class of the Scene that emitted this event.
 * @param {any} [data] - An optional data object that was passed to this Scene when it was sent to sleep.
 */
module.exports = 'sleep';


/***/ }),
/* 158 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * The Scene Systems Start Event.
 * 
 * This event is dispatched by a Scene during the Scene Systems start process. Primarily used by Scene Plugins.
 * 
 * Listen to it from a Scene using `this.scene.events.on('start', listener)`.
 * 
 * @event Phaser.Scenes.Events#START
 * @since 3.0.0
 * 
 * @param {Phaser.Scenes.Systems} sys - A reference to the Scene Systems class of the Scene that emitted this event.
 */
module.exports = 'start';


/***/ }),
/* 159 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * The Scene Transition Complete Event.
 * 
 * This event is dispatched by the Target Scene of a transition.
 * 
 * It happens when the transition process has completed. This occurs when the duration timer equals or exceeds the duration
 * of the transition.
 * 
 * Listen to it from a Scene using `this.scene.events.on('transitioncomplete', listener)`.
 * 
 * The Scene Transition event flow is as follows:
 * 
 * 1. [TRANSITION_OUT]{@linkcode Phaser.Scenes.Events#event:TRANSITION_OUT} - the Scene that started the transition will emit this event.
 * 2. [TRANSITION_INIT]{@linkcode Phaser.Scenes.Events#event:TRANSITION_INIT} - the Target Scene will emit this event if it has an `init` method.
 * 3. [TRANSITION_START]{@linkcode Phaser.Scenes.Events#event:TRANSITION_START} - the Target Scene will emit this event after its `create` method is called, OR ...
 * 4. [TRANSITION_WAKE]{@linkcode Phaser.Scenes.Events#event:TRANSITION_WAKE} - the Target Scene will emit this event if it was asleep and has been woken-up to be transitioned to.
 * 5. [TRANSITION_COMPLETE]{@linkcode Phaser.Scenes.Events#event:TRANSITION_COMPLETE} - the Target Scene will emit this event when the transition finishes.
 * 
 * @event Phaser.Scenes.Events#TRANSITION_COMPLETE
 * @since 3.5.0
 * 
 * @param {Phaser.Scene} scene -The Scene on which the transitioned completed.
 */
module.exports = 'transitioncomplete';


/***/ }),
/* 160 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * The Scene Transition Init Event.
 * 
 * This event is dispatched by the Target Scene of a transition.
 * 
 * It happens immediately after the `Scene.init` method is called. If the Scene does not have an `init` method,
 * this event is not dispatched.
 * 
 * Listen to it from a Scene using `this.scene.events.on('transitioninit', listener)`.
 * 
 * The Scene Transition event flow is as follows:
 * 
 * 1. [TRANSITION_OUT]{@linkcode Phaser.Scenes.Events#event:TRANSITION_OUT} - the Scene that started the transition will emit this event.
 * 2. [TRANSITION_INIT]{@linkcode Phaser.Scenes.Events#event:TRANSITION_INIT} - the Target Scene will emit this event if it has an `init` method.
 * 3. [TRANSITION_START]{@linkcode Phaser.Scenes.Events#event:TRANSITION_START} - the Target Scene will emit this event after its `create` method is called, OR ...
 * 4. [TRANSITION_WAKE]{@linkcode Phaser.Scenes.Events#event:TRANSITION_WAKE} - the Target Scene will emit this event if it was asleep and has been woken-up to be transitioned to.
 * 5. [TRANSITION_COMPLETE]{@linkcode Phaser.Scenes.Events#event:TRANSITION_COMPLETE} - the Target Scene will emit this event when the transition finishes.
 * 
 * @event Phaser.Scenes.Events#TRANSITION_INIT
 * @since 3.5.0
 * 
 * @param {Phaser.Scene} from - A reference to the Scene that is being transitioned from.
 * @param {number} duration - The duration of the transition in ms.
 */
module.exports = 'transitioninit';


/***/ }),
/* 161 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * The Scene Transition Out Event.
 * 
 * This event is dispatched by a Scene when it initiates a transition to another Scene.
 * 
 * Listen to it from a Scene using `this.scene.events.on('transitionout', listener)`.
 * 
 * The Scene Transition event flow is as follows:
 * 
 * 1. [TRANSITION_OUT]{@linkcode Phaser.Scenes.Events#event:TRANSITION_OUT} - the Scene that started the transition will emit this event.
 * 2. [TRANSITION_INIT]{@linkcode Phaser.Scenes.Events#event:TRANSITION_INIT} - the Target Scene will emit this event if it has an `init` method.
 * 3. [TRANSITION_START]{@linkcode Phaser.Scenes.Events#event:TRANSITION_START} - the Target Scene will emit this event after its `create` method is called, OR ...
 * 4. [TRANSITION_WAKE]{@linkcode Phaser.Scenes.Events#event:TRANSITION_WAKE} - the Target Scene will emit this event if it was asleep and has been woken-up to be transitioned to.
 * 5. [TRANSITION_COMPLETE]{@linkcode Phaser.Scenes.Events#event:TRANSITION_COMPLETE} - the Target Scene will emit this event when the transition finishes.
 * 
 * @event Phaser.Scenes.Events#TRANSITION_OUT
 * @since 3.5.0
 * 
 * @param {Phaser.Scene} target - A reference to the Scene that is being transitioned to.
 * @param {number} duration - The duration of the transition in ms.
 */
module.exports = 'transitionout';


/***/ }),
/* 162 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * The Scene Transition Start Event.
 * 
 * This event is dispatched by the Target Scene of a transition, only if that Scene was not asleep.
 * 
 * It happens immediately after the `Scene.create` method is called. If the Scene does not have a `create` method,
 * this event is dispatched anyway.
 * 
 * If the Target Scene was sleeping then the [TRANSITION_WAKE]{@linkcode Phaser.Scenes.Events#event:TRANSITION_WAKE} event is
 * dispatched instead of this event.
 * 
 * Listen to it from a Scene using `this.scene.events.on('transitionstart', listener)`.
 * 
 * The Scene Transition event flow is as follows:
 * 
 * 1. [TRANSITION_OUT]{@linkcode Phaser.Scenes.Events#event:TRANSITION_OUT} - the Scene that started the transition will emit this event.
 * 2. [TRANSITION_INIT]{@linkcode Phaser.Scenes.Events#event:TRANSITION_INIT} - the Target Scene will emit this event if it has an `init` method.
 * 3. [TRANSITION_START]{@linkcode Phaser.Scenes.Events#event:TRANSITION_START} - the Target Scene will emit this event after its `create` method is called, OR ...
 * 4. [TRANSITION_WAKE]{@linkcode Phaser.Scenes.Events#event:TRANSITION_WAKE} - the Target Scene will emit this event if it was asleep and has been woken-up to be transitioned to.
 * 5. [TRANSITION_COMPLETE]{@linkcode Phaser.Scenes.Events#event:TRANSITION_COMPLETE} - the Target Scene will emit this event when the transition finishes.
 * 
 * @event Phaser.Scenes.Events#TRANSITION_START
 * @since 3.5.0
 * 
 * @param {Phaser.Scene} from - A reference to the Scene that is being transitioned from.
 * @param {number} duration - The duration of the transition in ms.
 */
module.exports = 'transitionstart';


/***/ }),
/* 163 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * The Scene Transition Wake Event.
 * 
 * This event is dispatched by the Target Scene of a transition, only if that Scene was asleep before
 * the transition began. If the Scene was not asleep the [TRANSITION_START]{@linkcode Phaser.Scenes.Events#event:TRANSITION_START} event is dispatched instead.
 * 
 * Listen to it from a Scene using `this.scene.events.on('transitionwake', listener)`.
 * 
 * The Scene Transition event flow is as follows:
 * 
 * 1. [TRANSITION_OUT]{@linkcode Phaser.Scenes.Events#event:TRANSITION_OUT} - the Scene that started the transition will emit this event.
 * 2. [TRANSITION_INIT]{@linkcode Phaser.Scenes.Events#event:TRANSITION_INIT} - the Target Scene will emit this event if it has an `init` method.
 * 3. [TRANSITION_START]{@linkcode Phaser.Scenes.Events#event:TRANSITION_START} - the Target Scene will emit this event after its `create` method is called, OR ...
 * 4. [TRANSITION_WAKE]{@linkcode Phaser.Scenes.Events#event:TRANSITION_WAKE} - the Target Scene will emit this event if it was asleep and has been woken-up to be transitioned to.
 * 5. [TRANSITION_COMPLETE]{@linkcode Phaser.Scenes.Events#event:TRANSITION_COMPLETE} - the Target Scene will emit this event when the transition finishes.
 * 
 * @event Phaser.Scenes.Events#TRANSITION_WAKE
 * @since 3.5.0
 * 
 * @param {Phaser.Scene} from - A reference to the Scene that is being transitioned from.
 * @param {number} duration - The duration of the transition in ms.
 */
module.exports = 'transitionwake';


/***/ }),
/* 164 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * The Scene Systems Update Event.
 * 
 * This event is dispatched by a Scene during the main game loop step.
 * 
 * The event flow for a single step of a Scene is as follows:
 * 
 * 1. [PRE_UPDATE]{@linkcode Phaser.Scenes.Events#event:PRE_UPDATE}
 * 2. [UPDATE]{@linkcode Phaser.Scenes.Events#event:UPDATE}
 * 3. The `Scene.update` method is called, if it exists
 * 4. [POST_UPDATE]{@linkcode Phaser.Scenes.Events#event:POST_UPDATE}
 * 5. [RENDER]{@linkcode Phaser.Scenes.Events#event:RENDER}
 * 
 * Listen to it from a Scene using `this.scene.events.on('update', listener)`.
 * 
 * A Scene will only run its step if it is active.
 * 
 * @event Phaser.Scenes.Events#UPDATE
 * @since 3.0.0
 * 
 * @param {Phaser.Scenes.Systems} sys - A reference to the Scene Systems class of the Scene that emitted this event.
 * @param {number} time - The current time. Either a High Resolution Timer value if it comes from Request Animation Frame, or Date.now if using SetTimeout.
 * @param {number} delta - The delta time in ms since the last frame. This is a smoothed and capped value based on the FPS rate.
 */
module.exports = 'update';


/***/ }),
/* 165 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * The Scene Systems Wake Event.
 * 
 * This event is dispatched by a Scene when it is woken from sleep, either directly via the `wake` method,
 * or as an action from another Scene.
 * 
 * Listen to it from a Scene using `this.scene.events.on('wake', listener)`.
 * 
 * @event Phaser.Scenes.Events#WAKE
 * @since 3.0.0
 * 
 * @param {Phaser.Scenes.Systems} sys - A reference to the Scene Systems class of the Scene that emitted this event.
 * @param {any} [data] - An optional data object that was passed to this Scene when it was woken up.
 */
module.exports = 'wake';


/***/ }),
/* 166 */
/***/ (function(module, exports) {

/*** IMPORTS FROM imports-loader ***/
(function() {

var __extends = (this && this.__extends) || (function () {
    var extendStatics = function (d, b) {
        extendStatics = Object.setPrototypeOf ||
            ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||
            function (d, b) { for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p]; };
        return extendStatics(d, b);
    };
    return function (d, b) {
        extendStatics(d, b);
        function __() { this.constructor = d; }
        d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());
    };
})();
var spine;
(function (spine) {
    var Animation = (function () {
        function Animation(name, timelines, duration) {
            if (name == null)
                throw new Error("name cannot be null.");
            if (timelines == null)
                throw new Error("timelines cannot be null.");
            this.name = name;
            this.timelines = timelines;
            this.timelineIds = [];
            for (var i = 0; i < timelines.length; i++)
                this.timelineIds[timelines[i].getPropertyId()] = true;
            this.duration = duration;
        }
        Animation.prototype.hasTimeline = function (id) {
            return this.timelineIds[id] == true;
        };
        Animation.prototype.apply = function (skeleton, lastTime, time, loop, events, alpha, blend, direction) {
            if (skeleton == null)
                throw new Error("skeleton cannot be null.");
            if (loop && this.duration != 0) {
                time %= this.duration;
                if (lastTime > 0)
                    lastTime %= this.duration;
            }
            var timelines = this.timelines;
            for (var i = 0, n = timelines.length; i < n; i++)
                timelines[i].apply(skeleton, lastTime, time, events, alpha, blend, direction);
        };
        Animation.binarySearch = function (values, target, step) {
            if (step === void 0) { step = 1; }
            var low = 0;
            var high = values.length / step - 2;
            if (high == 0)
                return step;
            var current = high >>> 1;
            while (true) {
                if (values[(current + 1) * step] <= target)
                    low = current + 1;
                else
                    high = current;
                if (low == high)
                    return (low + 1) * step;
                current = (low + high) >>> 1;
            }
        };
        Animation.linearSearch = function (values, target, step) {
            for (var i = 0, last = values.length - step; i <= last; i += step)
                if (values[i] > target)
                    return i;
            return -1;
        };
        return Animation;
    }());
    spine.Animation = Animation;
    var MixBlend;
    (function (MixBlend) {
        MixBlend[MixBlend["setup"] = 0] = "setup";
        MixBlend[MixBlend["first"] = 1] = "first";
        MixBlend[MixBlend["replace"] = 2] = "replace";
        MixBlend[MixBlend["add"] = 3] = "add";
    })(MixBlend = spine.MixBlend || (spine.MixBlend = {}));
    var MixDirection;
    (function (MixDirection) {
        MixDirection[MixDirection["mixIn"] = 0] = "mixIn";
        MixDirection[MixDirection["mixOut"] = 1] = "mixOut";
    })(MixDirection = spine.MixDirection || (spine.MixDirection = {}));
    var TimelineType;
    (function (TimelineType) {
        TimelineType[TimelineType["rotate"] = 0] = "rotate";
        TimelineType[TimelineType["translate"] = 1] = "translate";
        TimelineType[TimelineType["scale"] = 2] = "scale";
        TimelineType[TimelineType["shear"] = 3] = "shear";
        TimelineType[TimelineType["attachment"] = 4] = "attachment";
        TimelineType[TimelineType["color"] = 5] = "color";
        TimelineType[TimelineType["deform"] = 6] = "deform";
        TimelineType[TimelineType["event"] = 7] = "event";
        TimelineType[TimelineType["drawOrder"] = 8] = "drawOrder";
        TimelineType[TimelineType["ikConstraint"] = 9] = "ikConstraint";
        TimelineType[TimelineType["transformConstraint"] = 10] = "transformConstraint";
        TimelineType[TimelineType["pathConstraintPosition"] = 11] = "pathConstraintPosition";
        TimelineType[TimelineType["pathConstraintSpacing"] = 12] = "pathConstraintSpacing";
        TimelineType[TimelineType["pathConstraintMix"] = 13] = "pathConstraintMix";
        TimelineType[TimelineType["twoColor"] = 14] = "twoColor";
    })(TimelineType = spine.TimelineType || (spine.TimelineType = {}));
    var CurveTimeline = (function () {
        function CurveTimeline(frameCount) {
            if (frameCount <= 0)
                throw new Error("frameCount must be > 0: " + frameCount);
            this.curves = spine.Utils.newFloatArray((frameCount - 1) * CurveTimeline.BEZIER_SIZE);
        }
        CurveTimeline.prototype.getFrameCount = function () {
            return this.curves.length / CurveTimeline.BEZIER_SIZE + 1;
        };
        CurveTimeline.prototype.setLinear = function (frameIndex) {
            this.curves[frameIndex * CurveTimeline.BEZIER_SIZE] = CurveTimeline.LINEAR;
        };
        CurveTimeline.prototype.setStepped = function (frameIndex) {
            this.curves[frameIndex * CurveTimeline.BEZIER_SIZE] = CurveTimeline.STEPPED;
        };
        CurveTimeline.prototype.getCurveType = function (frameIndex) {
            var index = frameIndex * CurveTimeline.BEZIER_SIZE;
            if (index == this.curves.length)
                return CurveTimeline.LINEAR;
            var type = this.curves[index];
            if (type == CurveTimeline.LINEAR)
                return CurveTimeline.LINEAR;
            if (type == CurveTimeline.STEPPED)
                return CurveTimeline.STEPPED;
            return CurveTimeline.BEZIER;
        };
        CurveTimeline.prototype.setCurve = function (frameIndex, cx1, cy1, cx2, cy2) {
            var tmpx = (-cx1 * 2 + cx2) * 0.03, tmpy = (-cy1 * 2 + cy2) * 0.03;
            var dddfx = ((cx1 - cx2) * 3 + 1) * 0.006, dddfy = ((cy1 - cy2) * 3 + 1) * 0.006;
            var ddfx = tmpx * 2 + dddfx, ddfy = tmpy * 2 + dddfy;
            var dfx = cx1 * 0.3 + tmpx + dddfx * 0.16666667, dfy = cy1 * 0.3 + tmpy + dddfy * 0.16666667;
            var i = frameIndex * CurveTimeline.BEZIER_SIZE;
            var curves = this.curves;
            curves[i++] = CurveTimeline.BEZIER;
            var x = dfx, y = dfy;
            for (var n = i + CurveTimeline.BEZIER_SIZE - 1; i < n; i += 2) {
                curves[i] = x;
                curves[i + 1] = y;
                dfx += ddfx;
                dfy += ddfy;
                ddfx += dddfx;
                ddfy += dddfy;
                x += dfx;
                y += dfy;
            }
        };
        CurveTimeline.prototype.getCurvePercent = function (frameIndex, percent) {
            percent = spine.MathUtils.clamp(percent, 0, 1);
            var curves = this.curves;
            var i = frameIndex * CurveTimeline.BEZIER_SIZE;
            var type = curves[i];
            if (type == CurveTimeline.LINEAR)
                return percent;
            if (type == CurveTimeline.STEPPED)
                return 0;
            i++;
            var x = 0;
            for (var start = i, n = i + CurveTimeline.BEZIER_SIZE - 1; i < n; i += 2) {
                x = curves[i];
                if (x >= percent) {
                    var prevX = void 0, prevY = void 0;
                    if (i == start) {
                        prevX = 0;
                        prevY = 0;
                    }
                    else {
                        prevX = curves[i - 2];
                        prevY = curves[i - 1];
                    }
                    return prevY + (curves[i + 1] - prevY) * (percent - prevX) / (x - prevX);
                }
            }
            var y = curves[i - 1];
            return y + (1 - y) * (percent - x) / (1 - x);
        };
        CurveTimeline.LINEAR = 0;
        CurveTimeline.STEPPED = 1;
        CurveTimeline.BEZIER = 2;
        CurveTimeline.BEZIER_SIZE = 10 * 2 - 1;
        return CurveTimeline;
    }());
    spine.CurveTimeline = CurveTimeline;
    var RotateTimeline = (function (_super) {
        __extends(RotateTimeline, _super);
        function RotateTimeline(frameCount) {
            var _this = _super.call(this, frameCount) || this;
            _this.frames = spine.Utils.newFloatArray(frameCount << 1);
            return _this;
        }
        RotateTimeline.prototype.getPropertyId = function () {
            return (TimelineType.rotate << 24) + this.boneIndex;
        };
        RotateTimeline.prototype.setFrame = function (frameIndex, time, degrees) {
            frameIndex <<= 1;
            this.frames[frameIndex] = time;
            this.frames[frameIndex + RotateTimeline.ROTATION] = degrees;
        };
        RotateTimeline.prototype.apply = function (skeleton, lastTime, time, events, alpha, blend, direction) {
            var frames = this.frames;
            var bone = skeleton.bones[this.boneIndex];
            if (!bone.active)
                return;
            if (time < frames[0]) {
                switch (blend) {
                    case MixBlend.setup:
                        bone.rotation = bone.data.rotation;
                        return;
                    case MixBlend.first:
                        var r_1 = bone.data.rotation - bone.rotation;
                        bone.rotation += (r_1 - (16384 - ((16384.499999999996 - r_1 / 360) | 0)) * 360) * alpha;
                }
                return;
            }
            if (time >= frames[frames.length - RotateTimeline.ENTRIES]) {
                var r_2 = frames[frames.length + RotateTimeline.PREV_ROTATION];
                switch (blend) {
                    case MixBlend.setup:
                        bone.rotation = bone.data.rotation + r_2 * alpha;
                        break;
                    case MixBlend.first:
                    case MixBlend.replace:
                        r_2 += bone.data.rotation - bone.rotation;
                        r_2 -= (16384 - ((16384.499999999996 - r_2 / 360) | 0)) * 360;
                    case MixBlend.add:
                        bone.rotation += r_2 * alpha;
                }
                return;
            }
            var frame = Animation.binarySearch(frames, time, RotateTimeline.ENTRIES);
            var prevRotation = frames[frame + RotateTimeline.PREV_ROTATION];
            var frameTime = frames[frame];
            var percent = this.getCurvePercent((frame >> 1) - 1, 1 - (time - frameTime) / (frames[frame + RotateTimeline.PREV_TIME] - frameTime));
            var r = frames[frame + RotateTimeline.ROTATION] - prevRotation;
            r = prevRotation + (r - (16384 - ((16384.499999999996 - r / 360) | 0)) * 360) * percent;
            switch (blend) {
                case MixBlend.setup:
                    bone.rotation = bone.data.rotation + (r - (16384 - ((16384.499999999996 - r / 360) | 0)) * 360) * alpha;
                    break;
                case MixBlend.first:
                case MixBlend.replace:
                    r += bone.data.rotation - bone.rotation;
                case MixBlend.add:
                    bone.rotation += (r - (16384 - ((16384.499999999996 - r / 360) | 0)) * 360) * alpha;
            }
        };
        RotateTimeline.ENTRIES = 2;
        RotateTimeline.PREV_TIME = -2;
        RotateTimeline.PREV_ROTATION = -1;
        RotateTimeline.ROTATION = 1;
        return RotateTimeline;
    }(CurveTimeline));
    spine.RotateTimeline = RotateTimeline;
    var TranslateTimeline = (function (_super) {
        __extends(TranslateTimeline, _super);
        function TranslateTimeline(frameCount) {
            var _this = _super.call(this, frameCount) || this;
            _this.frames = spine.Utils.newFloatArray(frameCount * TranslateTimeline.ENTRIES);
            return _this;
        }
        TranslateTimeline.prototype.getPropertyId = function () {
            return (TimelineType.translate << 24) + this.boneIndex;
        };
        TranslateTimeline.prototype.setFrame = function (frameIndex, time, x, y) {
            frameIndex *= TranslateTimeline.ENTRIES;
            this.frames[frameIndex] = time;
            this.frames[frameIndex + TranslateTimeline.X] = x;
            this.frames[frameIndex + TranslateTimeline.Y] = y;
        };
        TranslateTimeline.prototype.apply = function (skeleton, lastTime, time, events, alpha, blend, direction) {
            var frames = this.frames;
            var bone = skeleton.bones[this.boneIndex];
            if (!bone.active)
                return;
            if (time < frames[0]) {
                switch (blend) {
                    case MixBlend.setup:
                        bone.x = bone.data.x;
                        bone.y = bone.data.y;
                        return;
                    case MixBlend.first:
                        bone.x += (bone.data.x - bone.x) * alpha;
                        bone.y += (bone.data.y - bone.y) * alpha;
                }
                return;
            }
            var x = 0, y = 0;
            if (time >= frames[frames.length - TranslateTimeline.ENTRIES]) {
                x = frames[frames.length + TranslateTimeline.PREV_X];
                y = frames[frames.length + TranslateTimeline.PREV_Y];
            }
            else {
                var frame = Animation.binarySearch(frames, time, TranslateTimeline.ENTRIES);
                x = frames[frame + TranslateTimeline.PREV_X];
                y = frames[frame + TranslateTimeline.PREV_Y];
                var frameTime = frames[frame];
                var percent = this.getCurvePercent(frame / TranslateTimeline.ENTRIES - 1, 1 - (time - frameTime) / (frames[frame + TranslateTimeline.PREV_TIME] - frameTime));
                x += (frames[frame + TranslateTimeline.X] - x) * percent;
                y += (frames[frame + TranslateTimeline.Y] - y) * percent;
            }
            switch (blend) {
                case MixBlend.setup:
                    bone.x = bone.data.x + x * alpha;
                    bone.y = bone.data.y + y * alpha;
                    break;
                case MixBlend.first:
                case MixBlend.replace:
                    bone.x += (bone.data.x + x - bone.x) * alpha;
                    bone.y += (bone.data.y + y - bone.y) * alpha;
                    break;
                case MixBlend.add:
                    bone.x += x * alpha;
                    bone.y += y * alpha;
            }
        };
        TranslateTimeline.ENTRIES = 3;
        TranslateTimeline.PREV_TIME = -3;
        TranslateTimeline.PREV_X = -2;
        TranslateTimeline.PREV_Y = -1;
        TranslateTimeline.X = 1;
        TranslateTimeline.Y = 2;
        return TranslateTimeline;
    }(CurveTimeline));
    spine.TranslateTimeline = TranslateTimeline;
    var ScaleTimeline = (function (_super) {
        __extends(ScaleTimeline, _super);
        function ScaleTimeline(frameCount) {
            return _super.call(this, frameCount) || this;
        }
        ScaleTimeline.prototype.getPropertyId = function () {
            return (TimelineType.scale << 24) + this.boneIndex;
        };
        ScaleTimeline.prototype.apply = function (skeleton, lastTime, time, events, alpha, blend, direction) {
            var frames = this.frames;
            var bone = skeleton.bones[this.boneIndex];
            if (!bone.active)
                return;
            if (time < frames[0]) {
                switch (blend) {
                    case MixBlend.setup:
                        bone.scaleX = bone.data.scaleX;
                        bone.scaleY = bone.data.scaleY;
                        return;
                    case MixBlend.first:
                        bone.scaleX += (bone.data.scaleX - bone.scaleX) * alpha;
                        bone.scaleY += (bone.data.scaleY - bone.scaleY) * alpha;
                }
                return;
            }
            var x = 0, y = 0;
            if (time >= frames[frames.length - ScaleTimeline.ENTRIES]) {
                x = frames[frames.length + ScaleTimeline.PREV_X] * bone.data.scaleX;
                y = frames[frames.length + ScaleTimeline.PREV_Y] * bone.data.scaleY;
            }
            else {
                var frame = Animation.binarySearch(frames, time, ScaleTimeline.ENTRIES);
                x = frames[frame + ScaleTimeline.PREV_X];
                y = frames[frame + ScaleTimeline.PREV_Y];
                var frameTime = frames[frame];
                var percent = this.getCurvePercent(frame / ScaleTimeline.ENTRIES - 1, 1 - (time - frameTime) / (frames[frame + ScaleTimeline.PREV_TIME] - frameTime));
                x = (x + (frames[frame + ScaleTimeline.X] - x) * percent) * bone.data.scaleX;
                y = (y + (frames[frame + ScaleTimeline.Y] - y) * percent) * bone.data.scaleY;
            }
            if (alpha == 1) {
                if (blend == MixBlend.add) {
                    bone.scaleX += x - bone.data.scaleX;
                    bone.scaleY += y - bone.data.scaleY;
                }
                else {
                    bone.scaleX = x;
                    bone.scaleY = y;
                }
            }
            else {
                var bx = 0, by = 0;
                if (direction == MixDirection.mixOut) {
                    switch (blend) {
                        case MixBlend.setup:
                            bx = bone.data.scaleX;
                            by = bone.data.scaleY;
                            bone.scaleX = bx + (Math.abs(x) * spine.MathUtils.signum(bx) - bx) * alpha;
                            bone.scaleY = by + (Math.abs(y) * spine.MathUtils.signum(by) - by) * alpha;
                            break;
                        case MixBlend.first:
                        case MixBlend.replace:
                            bx = bone.scaleX;
                            by = bone.scaleY;
                            bone.scaleX = bx + (Math.abs(x) * spine.MathUtils.signum(bx) - bx) * alpha;
                            bone.scaleY = by + (Math.abs(y) * spine.MathUtils.signum(by) - by) * alpha;
                            break;
                        case MixBlend.add:
                            bx = bone.scaleX;
                            by = bone.scaleY;
                            bone.scaleX = bx + (Math.abs(x) * spine.MathUtils.signum(bx) - bone.data.scaleX) * alpha;
                            bone.scaleY = by + (Math.abs(y) * spine.MathUtils.signum(by) - bone.data.scaleY) * alpha;
                    }
                }
                else {
                    switch (blend) {
                        case MixBlend.setup:
                            bx = Math.abs(bone.data.scaleX) * spine.MathUtils.signum(x);
                            by = Math.abs(bone.data.scaleY) * spine.MathUtils.signum(y);
                            bone.scaleX = bx + (x - bx) * alpha;
                            bone.scaleY = by + (y - by) * alpha;
                            break;
                        case MixBlend.first:
                        case MixBlend.replace:
                            bx = Math.abs(bone.scaleX) * spine.MathUtils.signum(x);
                            by = Math.abs(bone.scaleY) * spine.MathUtils.signum(y);
                            bone.scaleX = bx + (x - bx) * alpha;
                            bone.scaleY = by + (y - by) * alpha;
                            break;
                        case MixBlend.add:
                            bx = spine.MathUtils.signum(x);
                            by = spine.MathUtils.signum(y);
                            bone.scaleX = Math.abs(bone.scaleX) * bx + (x - Math.abs(bone.data.scaleX) * bx) * alpha;
                            bone.scaleY = Math.abs(bone.scaleY) * by + (y - Math.abs(bone.data.scaleY) * by) * alpha;
                    }
                }
            }
        };
        return ScaleTimeline;
    }(TranslateTimeline));
    spine.ScaleTimeline = ScaleTimeline;
    var ShearTimeline = (function (_super) {
        __extends(ShearTimeline, _super);
        function ShearTimeline(frameCount) {
            return _super.call(this, frameCount) || this;
        }
        ShearTimeline.prototype.getPropertyId = function () {
            return (TimelineType.shear << 24) + this.boneIndex;
        };
        ShearTimeline.prototype.apply = function (skeleton, lastTime, time, events, alpha, blend, direction) {
            var frames = this.frames;
            var bone = skeleton.bones[this.boneIndex];
            if (!bone.active)
                return;
            if (time < frames[0]) {
                switch (blend) {
                    case MixBlend.setup:
                        bone.shearX = bone.data.shearX;
                        bone.shearY = bone.data.shearY;
                        return;
                    case MixBlend.first:
                        bone.shearX += (bone.data.shearX - bone.shearX) * alpha;
                        bone.shearY += (bone.data.shearY - bone.shearY) * alpha;
                }
                return;
            }
            var x = 0, y = 0;
            if (time >= frames[frames.length - ShearTimeline.ENTRIES]) {
                x = frames[frames.length + ShearTimeline.PREV_X];
                y = frames[frames.length + ShearTimeline.PREV_Y];
            }
            else {
                var frame = Animation.binarySearch(frames, time, ShearTimeline.ENTRIES);
                x = frames[frame + ShearTimeline.PREV_X];
                y = frames[frame + ShearTimeline.PREV_Y];
                var frameTime = frames[frame];
                var percent = this.getCurvePercent(frame / ShearTimeline.ENTRIES - 1, 1 - (time - frameTime) / (frames[frame + ShearTimeline.PREV_TIME] - frameTime));
                x = x + (frames[frame + ShearTimeline.X] - x) * percent;
                y = y + (frames[frame + ShearTimeline.Y] - y) * percent;
            }
            switch (blend) {
                case MixBlend.setup:
                    bone.shearX = bone.data.shearX + x * alpha;
                    bone.shearY = bone.data.shearY + y * alpha;
                    break;
                case MixBlend.first:
                case MixBlend.replace:
                    bone.shearX += (bone.data.shearX + x - bone.shearX) * alpha;
                    bone.shearY += (bone.data.shearY + y - bone.shearY) * alpha;
                    break;
                case MixBlend.add:
                    bone.shearX += x * alpha;
                    bone.shearY += y * alpha;
            }
        };
        return ShearTimeline;
    }(TranslateTimeline));
    spine.ShearTimeline = ShearTimeline;
    var ColorTimeline = (function (_super) {
        __extends(ColorTimeline, _super);
        function ColorTimeline(frameCount) {
            var _this = _super.call(this, frameCount) || this;
            _this.frames = spine.Utils.newFloatArray(frameCount * ColorTimeline.ENTRIES);
            return _this;
        }
        ColorTimeline.prototype.getPropertyId = function () {
            return (TimelineType.color << 24) + this.slotIndex;
        };
        ColorTimeline.prototype.setFrame = function (frameIndex, time, r, g, b, a) {
            frameIndex *= ColorTimeline.ENTRIES;
            this.frames[frameIndex] = time;
            this.frames[frameIndex + ColorTimeline.R] = r;
            this.frames[frameIndex + ColorTimeline.G] = g;
            this.frames[frameIndex + ColorTimeline.B] = b;
            this.frames[frameIndex + ColorTimeline.A] = a;
        };
        ColorTimeline.prototype.apply = function (skeleton, lastTime, time, events, alpha, blend, direction) {
            var slot = skeleton.slots[this.slotIndex];
            if (!slot.bone.active)
                return;
            var frames = this.frames;
            if (time < frames[0]) {
                switch (blend) {
                    case MixBlend.setup:
                        slot.color.setFromColor(slot.data.color);
                        return;
                    case MixBlend.first:
                        var color = slot.color, setup = slot.data.color;
                        color.add((setup.r - color.r) * alpha, (setup.g - color.g) * alpha, (setup.b - color.b) * alpha, (setup.a - color.a) * alpha);
                }
                return;
            }
            var r = 0, g = 0, b = 0, a = 0;
            if (time >= frames[frames.length - ColorTimeline.ENTRIES]) {
                var i = frames.length;
                r = frames[i + ColorTimeline.PREV_R];
                g = frames[i + ColorTimeline.PREV_G];
                b = frames[i + ColorTimeline.PREV_B];
                a = frames[i + ColorTimeline.PREV_A];
            }
            else {
                var frame = Animation.binarySearch(frames, time, ColorTimeline.ENTRIES);
                r = frames[frame + ColorTimeline.PREV_R];
                g = frames[frame + ColorTimeline.PREV_G];
                b = frames[frame + ColorTimeline.PREV_B];
                a = frames[frame + ColorTimeline.PREV_A];
                var frameTime = frames[frame];
                var percent = this.getCurvePercent(frame / ColorTimeline.ENTRIES - 1, 1 - (time - frameTime) / (frames[frame + ColorTimeline.PREV_TIME] - frameTime));
                r += (frames[frame + ColorTimeline.R] - r) * percent;
                g += (frames[frame + ColorTimeline.G] - g) * percent;
                b += (frames[frame + ColorTimeline.B] - b) * percent;
                a += (frames[frame + ColorTimeline.A] - a) * percent;
            }
            if (alpha == 1)
                slot.color.set(r, g, b, a);
            else {
                var color = slot.color;
                if (blend == MixBlend.setup)
                    color.setFromColor(slot.data.color);
                color.add((r - color.r) * alpha, (g - color.g) * alpha, (b - color.b) * alpha, (a - color.a) * alpha);
            }
        };
        ColorTimeline.ENTRIES = 5;
        ColorTimeline.PREV_TIME = -5;
        ColorTimeline.PREV_R = -4;
        ColorTimeline.PREV_G = -3;
        ColorTimeline.PREV_B = -2;
        ColorTimeline.PREV_A = -1;
        ColorTimeline.R = 1;
        ColorTimeline.G = 2;
        ColorTimeline.B = 3;
        ColorTimeline.A = 4;
        return ColorTimeline;
    }(CurveTimeline));
    spine.ColorTimeline = ColorTimeline;
    var TwoColorTimeline = (function (_super) {
        __extends(TwoColorTimeline, _super);
        function TwoColorTimeline(frameCount) {
            var _this = _super.call(this, frameCount) || this;
            _this.frames = spine.Utils.newFloatArray(frameCount * TwoColorTimeline.ENTRIES);
            return _this;
        }
        TwoColorTimeline.prototype.getPropertyId = function () {
            return (TimelineType.twoColor << 24) + this.slotIndex;
        };
        TwoColorTimeline.prototype.setFrame = function (frameIndex, time, r, g, b, a, r2, g2, b2) {
            frameIndex *= TwoColorTimeline.ENTRIES;
            this.frames[frameIndex] = time;
            this.frames[frameIndex + TwoColorTimeline.R] = r;
            this.frames[frameIndex + TwoColorTimeline.G] = g;
            this.frames[frameIndex + TwoColorTimeline.B] = b;
            this.frames[frameIndex + TwoColorTimeline.A] = a;
            this.frames[frameIndex + TwoColorTimeline.R2] = r2;
            this.frames[frameIndex + TwoColorTimeline.G2] = g2;
            this.frames[frameIndex + TwoColorTimeline.B2] = b2;
        };
        TwoColorTimeline.prototype.apply = function (skeleton, lastTime, time, events, alpha, blend, direction) {
            var slot = skeleton.slots[this.slotIndex];
            if (!slot.bone.active)
                return;
            var frames = this.frames;
            if (time < frames[0]) {
                switch (blend) {
                    case MixBlend.setup:
                        slot.color.setFromColor(slot.data.color);
                        slot.darkColor.setFromColor(slot.data.darkColor);
                        return;
                    case MixBlend.first:
                        var light = slot.color, dark = slot.darkColor, setupLight = slot.data.color, setupDark = slot.data.darkColor;
                        light.add((setupLight.r - light.r) * alpha, (setupLight.g - light.g) * alpha, (setupLight.b - light.b) * alpha, (setupLight.a - light.a) * alpha);
                        dark.add((setupDark.r - dark.r) * alpha, (setupDark.g - dark.g) * alpha, (setupDark.b - dark.b) * alpha, 0);
                }
                return;
            }
            var r = 0, g = 0, b = 0, a = 0, r2 = 0, g2 = 0, b2 = 0;
            if (time >= frames[frames.length - TwoColorTimeline.ENTRIES]) {
                var i = frames.length;
                r = frames[i + TwoColorTimeline.PREV_R];
                g = frames[i + TwoColorTimeline.PREV_G];
                b = frames[i + TwoColorTimeline.PREV_B];
                a = frames[i + TwoColorTimeline.PREV_A];
                r2 = frames[i + TwoColorTimeline.PREV_R2];
                g2 = frames[i + TwoColorTimeline.PREV_G2];
                b2 = frames[i + TwoColorTimeline.PREV_B2];
            }
            else {
                var frame = Animation.binarySearch(frames, time, TwoColorTimeline.ENTRIES);
                r = frames[frame + TwoColorTimeline.PREV_R];
                g = frames[frame + TwoColorTimeline.PREV_G];
                b = frames[frame + TwoColorTimeline.PREV_B];
                a = frames[frame + TwoColorTimeline.PREV_A];
                r2 = frames[frame + TwoColorTimeline.PREV_R2];
                g2 = frames[frame + TwoColorTimeline.PREV_G2];
                b2 = frames[frame + TwoColorTimeline.PREV_B2];
                var frameTime = frames[frame];
                var percent = this.getCurvePercent(frame / TwoColorTimeline.ENTRIES - 1, 1 - (time - frameTime) / (frames[frame + TwoColorTimeline.PREV_TIME] - frameTime));
                r += (frames[frame + TwoColorTimeline.R] - r) * percent;
                g += (frames[frame + TwoColorTimeline.G] - g) * percent;
                b += (frames[frame + TwoColorTimeline.B] - b) * percent;
                a += (frames[frame + TwoColorTimeline.A] - a) * percent;
                r2 += (frames[frame + TwoColorTimeline.R2] - r2) * percent;
                g2 += (frames[frame + TwoColorTimeline.G2] - g2) * percent;
                b2 += (frames[frame + TwoColorTimeline.B2] - b2) * percent;
            }
            if (alpha == 1) {
                slot.color.set(r, g, b, a);
                slot.darkColor.set(r2, g2, b2, 1);
            }
            else {
                var light = slot.color, dark = slot.darkColor;
                if (blend == MixBlend.setup) {
                    light.setFromColor(slot.data.color);
                    dark.setFromColor(slot.data.darkColor);
                }
                light.add((r - light.r) * alpha, (g - light.g) * alpha, (b - light.b) * alpha, (a - light.a) * alpha);
                dark.add((r2 - dark.r) * alpha, (g2 - dark.g) * alpha, (b2 - dark.b) * alpha, 0);
            }
        };
        TwoColorTimeline.ENTRIES = 8;
        TwoColorTimeline.PREV_TIME = -8;
        TwoColorTimeline.PREV_R = -7;
        TwoColorTimeline.PREV_G = -6;
        TwoColorTimeline.PREV_B = -5;
        TwoColorTimeline.PREV_A = -4;
        TwoColorTimeline.PREV_R2 = -3;
        TwoColorTimeline.PREV_G2 = -2;
        TwoColorTimeline.PREV_B2 = -1;
        TwoColorTimeline.R = 1;
        TwoColorTimeline.G = 2;
        TwoColorTimeline.B = 3;
        TwoColorTimeline.A = 4;
        TwoColorTimeline.R2 = 5;
        TwoColorTimeline.G2 = 6;
        TwoColorTimeline.B2 = 7;
        return TwoColorTimeline;
    }(CurveTimeline));
    spine.TwoColorTimeline = TwoColorTimeline;
    var AttachmentTimeline = (function () {
        function AttachmentTimeline(frameCount) {
            this.frames = spine.Utils.newFloatArray(frameCount);
            this.attachmentNames = new Array(frameCount);
        }
        AttachmentTimeline.prototype.getPropertyId = function () {
            return (TimelineType.attachment << 24) + this.slotIndex;
        };
        AttachmentTimeline.prototype.getFrameCount = function () {
            return this.frames.length;
        };
        AttachmentTimeline.prototype.setFrame = function (frameIndex, time, attachmentName) {
            this.frames[frameIndex] = time;
            this.attachmentNames[frameIndex] = attachmentName;
        };
        AttachmentTimeline.prototype.apply = function (skeleton, lastTime, time, events, alpha, blend, direction) {
            var slot = skeleton.slots[this.slotIndex];
            if (!slot.bone.active)
                return;
            if (direction == MixDirection.mixOut && blend == MixBlend.setup) {
                var attachmentName_1 = slot.data.attachmentName;
                slot.setAttachment(attachmentName_1 == null ? null : skeleton.getAttachment(this.slotIndex, attachmentName_1));
                return;
            }
            var frames = this.frames;
            if (time < frames[0]) {
                if (blend == MixBlend.setup || blend == MixBlend.first) {
                    var attachmentName_2 = slot.data.attachmentName;
                    slot.setAttachment(attachmentName_2 == null ? null : skeleton.getAttachment(this.slotIndex, attachmentName_2));
                }
                return;
            }
            var frameIndex = 0;
            if (time >= frames[frames.length - 1])
                frameIndex = frames.length - 1;
            else
                frameIndex = Animation.binarySearch(frames, time, 1) - 1;
            var attachmentName = this.attachmentNames[frameIndex];
            skeleton.slots[this.slotIndex]
                .setAttachment(attachmentName == null ? null : skeleton.getAttachment(this.slotIndex, attachmentName));
        };
        return AttachmentTimeline;
    }());
    spine.AttachmentTimeline = AttachmentTimeline;
    var zeros = null;
    var DeformTimeline = (function (_super) {
        __extends(DeformTimeline, _super);
        function DeformTimeline(frameCount) {
            var _this = _super.call(this, frameCount) || this;
            _this.frames = spine.Utils.newFloatArray(frameCount);
            _this.frameVertices = new Array(frameCount);
            if (zeros == null)
                zeros = spine.Utils.newFloatArray(64);
            return _this;
        }
        DeformTimeline.prototype.getPropertyId = function () {
            return (TimelineType.deform << 27) + +this.attachment.id + this.slotIndex;
        };
        DeformTimeline.prototype.setFrame = function (frameIndex, time, vertices) {
            this.frames[frameIndex] = time;
            this.frameVertices[frameIndex] = vertices;
        };
        DeformTimeline.prototype.apply = function (skeleton, lastTime, time, firedEvents, alpha, blend, direction) {
            var slot = skeleton.slots[this.slotIndex];
            if (!slot.bone.active)
                return;
            var slotAttachment = slot.getAttachment();
            if (!(slotAttachment instanceof spine.VertexAttachment) || !(slotAttachment.deformAttachment == this.attachment))
                return;
            var deformArray = slot.deform;
            if (deformArray.length == 0)
                blend = MixBlend.setup;
            var frameVertices = this.frameVertices;
            var vertexCount = frameVertices[0].length;
            var frames = this.frames;
            if (time < frames[0]) {
                var vertexAttachment = slotAttachment;
                switch (blend) {
                    case MixBlend.setup:
                        deformArray.length = 0;
                        return;
                    case MixBlend.first:
                        if (alpha == 1) {
                            deformArray.length = 0;
                            break;
                        }
                        var deform_1 = spine.Utils.setArraySize(deformArray, vertexCount);
                        if (vertexAttachment.bones == null) {
                            var setupVertices = vertexAttachment.vertices;
                            for (var i = 0; i < vertexCount; i++)
                                deform_1[i] += (setupVertices[i] - deform_1[i]) * alpha;
                        }
                        else {
                            alpha = 1 - alpha;
                            for (var i = 0; i < vertexCount; i++)
                                deform_1[i] *= alpha;
                        }
                }
                return;
            }
            var deform = spine.Utils.setArraySize(deformArray, vertexCount);
            if (time >= frames[frames.length - 1]) {
                var lastVertices = frameVertices[frames.length - 1];
                if (alpha == 1) {
                    if (blend == MixBlend.add) {
                        var vertexAttachment = slotAttachment;
                        if (vertexAttachment.bones == null) {
                            var setupVertices = vertexAttachment.vertices;
                            for (var i_1 = 0; i_1 < vertexCount; i_1++) {
                                deform[i_1] += lastVertices[i_1] - setupVertices[i_1];
                            }
                        }
                        else {
                            for (var i_2 = 0; i_2 < vertexCount; i_2++)
                                deform[i_2] += lastVertices[i_2];
                        }
                    }
                    else {
                        spine.Utils.arrayCopy(lastVertices, 0, deform, 0, vertexCount);
                    }
                }
                else {
                    switch (blend) {
                        case MixBlend.setup: {
                            var vertexAttachment_1 = slotAttachment;
                            if (vertexAttachment_1.bones == null) {
                                var setupVertices = vertexAttachment_1.vertices;
                                for (var i_3 = 0; i_3 < vertexCount; i_3++) {
                                    var setup = setupVertices[i_3];
                                    deform[i_3] = setup + (lastVertices[i_3] - setup) * alpha;
                                }
                            }
                            else {
                                for (var i_4 = 0; i_4 < vertexCount; i_4++)
                                    deform[i_4] = lastVertices[i_4] * alpha;
                            }
                            break;
                        }
                        case MixBlend.first:
                        case MixBlend.replace:
                            for (var i_5 = 0; i_5 < vertexCount; i_5++)
                                deform[i_5] += (lastVertices[i_5] - deform[i_5]) * alpha;
                        case MixBlend.add:
                            var vertexAttachment = slotAttachment;
                            if (vertexAttachment.bones == null) {
                                var setupVertices = vertexAttachment.vertices;
                                for (var i_6 = 0; i_6 < vertexCount; i_6++) {
                                    deform[i_6] += (lastVertices[i_6] - setupVertices[i_6]) * alpha;
                                }
                            }
                            else {
                                for (var i_7 = 0; i_7 < vertexCount; i_7++)
                                    deform[i_7] += lastVertices[i_7] * alpha;
                            }
                    }
                }
                return;
            }
            var frame = Animation.binarySearch(frames, time);
            var prevVertices = frameVertices[frame - 1];
            var nextVertices = frameVertices[frame];
            var frameTime = frames[frame];
            var percent = this.getCurvePercent(frame - 1, 1 - (time - frameTime) / (frames[frame - 1] - frameTime));
            if (alpha == 1) {
                if (blend == MixBlend.add) {
                    var vertexAttachment = slotAttachment;
                    if (vertexAttachment.bones == null) {
                        var setupVertices = vertexAttachment.vertices;
                        for (var i_8 = 0; i_8 < vertexCount; i_8++) {
                            var prev = prevVertices[i_8];
                            deform[i_8] += prev + (nextVertices[i_8] - prev) * percent - setupVertices[i_8];
                        }
                    }
                    else {
                        for (var i_9 = 0; i_9 < vertexCount; i_9++) {
                            var prev = prevVertices[i_9];
                            deform[i_9] += prev + (nextVertices[i_9] - prev) * percent;
                        }
                    }
                }
                else {
                    for (var i_10 = 0; i_10 < vertexCount; i_10++) {
                        var prev = prevVertices[i_10];
                        deform[i_10] = prev + (nextVertices[i_10] - prev) * percent;
                    }
                }
            }
            else {
                switch (blend) {
                    case MixBlend.setup: {
                        var vertexAttachment_2 = slotAttachment;
                        if (vertexAttachment_2.bones == null) {
                            var setupVertices = vertexAttachment_2.vertices;
                            for (var i_11 = 0; i_11 < vertexCount; i_11++) {
                                var prev = prevVertices[i_11], setup = setupVertices[i_11];
                                deform[i_11] = setup + (prev + (nextVertices[i_11] - prev) * percent - setup) * alpha;
                            }
                        }
                        else {
                            for (var i_12 = 0; i_12 < vertexCount; i_12++) {
                                var prev = prevVertices[i_12];
                                deform[i_12] = (prev + (nextVertices[i_12] - prev) * percent) * alpha;
                            }
                        }
                        break;
                    }
                    case MixBlend.first:
                    case MixBlend.replace:
                        for (var i_13 = 0; i_13 < vertexCount; i_13++) {
                            var prev = prevVertices[i_13];
                            deform[i_13] += (prev + (nextVertices[i_13] - prev) * percent - deform[i_13]) * alpha;
                        }
                        break;
                    case MixBlend.add:
                        var vertexAttachment = slotAttachment;
                        if (vertexAttachment.bones == null) {
                            var setupVertices = vertexAttachment.vertices;
                            for (var i_14 = 0; i_14 < vertexCount; i_14++) {
                                var prev = prevVertices[i_14];
                                deform[i_14] += (prev + (nextVertices[i_14] - prev) * percent - setupVertices[i_14]) * alpha;
                            }
                        }
                        else {
                            for (var i_15 = 0; i_15 < vertexCount; i_15++) {
                                var prev = prevVertices[i_15];
                                deform[i_15] += (prev + (nextVertices[i_15] - prev) * percent) * alpha;
                            }
                        }
                }
            }
        };
        return DeformTimeline;
    }(CurveTimeline));
    spine.DeformTimeline = DeformTimeline;
    var EventTimeline = (function () {
        function EventTimeline(frameCount) {
            this.frames = spine.Utils.newFloatArray(frameCount);
            this.events = new Array(frameCount);
        }
        EventTimeline.prototype.getPropertyId = function () {
            return TimelineType.event << 24;
        };
        EventTimeline.prototype.getFrameCount = function () {
            return this.frames.length;
        };
        EventTimeline.prototype.setFrame = function (frameIndex, event) {
            this.frames[frameIndex] = event.time;
            this.events[frameIndex] = event;
        };
        EventTimeline.prototype.apply = function (skeleton, lastTime, time, firedEvents, alpha, blend, direction) {
            if (firedEvents == null)
                return;
            var frames = this.frames;
            var frameCount = this.frames.length;
            if (lastTime > time) {
                this.apply(skeleton, lastTime, Number.MAX_VALUE, firedEvents, alpha, blend, direction);
                lastTime = -1;
            }
            else if (lastTime >= frames[frameCount - 1])
                return;
            if (time < frames[0])
                return;
            var frame = 0;
            if (lastTime < frames[0])
                frame = 0;
            else {
                frame = Animation.binarySearch(frames, lastTime);
                var frameTime = frames[frame];
                while (frame > 0) {
                    if (frames[frame - 1] != frameTime)
                        break;
                    frame--;
                }
            }
            for (; frame < frameCount && time >= frames[frame]; frame++)
                firedEvents.push(this.events[frame]);
        };
        return EventTimeline;
    }());
    spine.EventTimeline = EventTimeline;
    var DrawOrderTimeline = (function () {
        function DrawOrderTimeline(frameCount) {
            this.frames = spine.Utils.newFloatArray(frameCount);
            this.drawOrders = new Array(frameCount);
        }
        DrawOrderTimeline.prototype.getPropertyId = function () {
            return TimelineType.drawOrder << 24;
        };
        DrawOrderTimeline.prototype.getFrameCount = function () {
            return this.frames.length;
        };
        DrawOrderTimeline.prototype.setFrame = function (frameIndex, time, drawOrder) {
            this.frames[frameIndex] = time;
            this.drawOrders[frameIndex] = drawOrder;
        };
        DrawOrderTimeline.prototype.apply = function (skeleton, lastTime, time, firedEvents, alpha, blend, direction) {
            var drawOrder = skeleton.drawOrder;
            var slots = skeleton.slots;
            if (direction == MixDirection.mixOut && blend == MixBlend.setup) {
                spine.Utils.arrayCopy(skeleton.slots, 0, skeleton.drawOrder, 0, skeleton.slots.length);
                return;
            }
            var frames = this.frames;
            if (time < frames[0]) {
                if (blend == MixBlend.setup || blend == MixBlend.first)
                    spine.Utils.arrayCopy(skeleton.slots, 0, skeleton.drawOrder, 0, skeleton.slots.length);
                return;
            }
            var frame = 0;
            if (time >= frames[frames.length - 1])
                frame = frames.length - 1;
            else
                frame = Animation.binarySearch(frames, time) - 1;
            var drawOrderToSetupIndex = this.drawOrders[frame];
            if (drawOrderToSetupIndex == null)
                spine.Utils.arrayCopy(slots, 0, drawOrder, 0, slots.length);
            else {
                for (var i = 0, n = drawOrderToSetupIndex.length; i < n; i++)
                    drawOrder[i] = slots[drawOrderToSetupIndex[i]];
            }
        };
        return DrawOrderTimeline;
    }());
    spine.DrawOrderTimeline = DrawOrderTimeline;
    var IkConstraintTimeline = (function (_super) {
        __extends(IkConstraintTimeline, _super);
        function IkConstraintTimeline(frameCount) {
            var _this = _super.call(this, frameCount) || this;
            _this.frames = spine.Utils.newFloatArray(frameCount * IkConstraintTimeline.ENTRIES);
            return _this;
        }
        IkConstraintTimeline.prototype.getPropertyId = function () {
            return (TimelineType.ikConstraint << 24) + this.ikConstraintIndex;
        };
        IkConstraintTimeline.prototype.setFrame = function (frameIndex, time, mix, softness, bendDirection, compress, stretch) {
            frameIndex *= IkConstraintTimeline.ENTRIES;
            this.frames[frameIndex] = time;
            this.frames[frameIndex + IkConstraintTimeline.MIX] = mix;
            this.frames[frameIndex + IkConstraintTimeline.SOFTNESS] = softness;
            this.frames[frameIndex + IkConstraintTimeline.BEND_DIRECTION] = bendDirection;
            this.frames[frameIndex + IkConstraintTimeline.COMPRESS] = compress ? 1 : 0;
            this.frames[frameIndex + IkConstraintTimeline.STRETCH] = stretch ? 1 : 0;
        };
        IkConstraintTimeline.prototype.apply = function (skeleton, lastTime, time, firedEvents, alpha, blend, direction) {
            var frames = this.frames;
            var constraint = skeleton.ikConstraints[this.ikConstraintIndex];
            if (!constraint.active)
                return;
            if (time < frames[0]) {
                switch (blend) {
                    case MixBlend.setup:
                        constraint.mix = constraint.data.mix;
                        constraint.softness = constraint.data.softness;
                        constraint.bendDirection = constraint.data.bendDirection;
                        constraint.compress = constraint.data.compress;
                        constraint.stretch = constraint.data.stretch;
                        return;
                    case MixBlend.first:
                        constraint.mix += (constraint.data.mix - constraint.mix) * alpha;
                        constraint.softness += (constraint.data.softness - constraint.softness) * alpha;
                        constraint.bendDirection = constraint.data.bendDirection;
                        constraint.compress = constraint.data.compress;
                        constraint.stretch = constraint.data.stretch;
                }
                return;
            }
            if (time >= frames[frames.length - IkConstraintTimeline.ENTRIES]) {
                if (blend == MixBlend.setup) {
                    constraint.mix = constraint.data.mix + (frames[frames.length + IkConstraintTimeline.PREV_MIX] - constraint.data.mix) * alpha;
                    constraint.softness = constraint.data.softness
                        + (frames[frames.length + IkConstraintTimeline.PREV_SOFTNESS] - constraint.data.softness) * alpha;
                    if (direction == MixDirection.mixOut) {
                        constraint.bendDirection = constraint.data.bendDirection;
                        constraint.compress = constraint.data.compress;
                        constraint.stretch = constraint.data.stretch;
                    }
                    else {
                        constraint.bendDirection = frames[frames.length + IkConstraintTimeline.PREV_BEND_DIRECTION];
                        constraint.compress = frames[frames.length + IkConstraintTimeline.PREV_COMPRESS] != 0;
                        constraint.stretch = frames[frames.length + IkConstraintTimeline.PREV_STRETCH] != 0;
                    }
                }
                else {
                    constraint.mix += (frames[frames.length + IkConstraintTimeline.PREV_MIX] - constraint.mix) * alpha;
                    constraint.softness += (frames[frames.length + IkConstraintTimeline.PREV_SOFTNESS] - constraint.softness) * alpha;
                    if (direction == MixDirection.mixIn) {
                        constraint.bendDirection = frames[frames.length + IkConstraintTimeline.PREV_BEND_DIRECTION];
                        constraint.compress = frames[frames.length + IkConstraintTimeline.PREV_COMPRESS] != 0;
                        constraint.stretch = frames[frames.length + IkConstraintTimeline.PREV_STRETCH] != 0;
                    }
                }
                return;
            }
            var frame = Animation.binarySearch(frames, time, IkConstraintTimeline.ENTRIES);
            var mix = frames[frame + IkConstraintTimeline.PREV_MIX];
            var softness = frames[frame + IkConstraintTimeline.PREV_SOFTNESS];
            var frameTime = frames[frame];
            var percent = this.getCurvePercent(frame / IkConstraintTimeline.ENTRIES - 1, 1 - (time - frameTime) / (frames[frame + IkConstraintTimeline.PREV_TIME] - frameTime));
            if (blend == MixBlend.setup) {
                constraint.mix = constraint.data.mix + (mix + (frames[frame + IkConstraintTimeline.MIX] - mix) * percent - constraint.data.mix) * alpha;
                constraint.softness = constraint.data.softness
                    + (softness + (frames[frame + IkConstraintTimeline.SOFTNESS] - softness) * percent - constraint.data.softness) * alpha;
                if (direction == MixDirection.mixOut) {
                    constraint.bendDirection = constraint.data.bendDirection;
                    constraint.compress = constraint.data.compress;
                    constraint.stretch = constraint.data.stretch;
                }
                else {
                    constraint.bendDirection = frames[frame + IkConstraintTimeline.PREV_BEND_DIRECTION];
                    constraint.compress = frames[frame + IkConstraintTimeline.PREV_COMPRESS] != 0;
                    constraint.stretch = frames[frame + IkConstraintTimeline.PREV_STRETCH] != 0;
                }
            }
            else {
                constraint.mix += (mix + (frames[frame + IkConstraintTimeline.MIX] - mix) * percent - constraint.mix) * alpha;
                constraint.softness += (softness + (frames[frame + IkConstraintTimeline.SOFTNESS] - softness) * percent - constraint.softness) * alpha;
                if (direction == MixDirection.mixIn) {
                    constraint.bendDirection = frames[frame + IkConstraintTimeline.PREV_BEND_DIRECTION];
                    constraint.compress = frames[frame + IkConstraintTimeline.PREV_COMPRESS] != 0;
                    constraint.stretch = frames[frame + IkConstraintTimeline.PREV_STRETCH] != 0;
                }
            }
        };
        IkConstraintTimeline.ENTRIES = 6;
        IkConstraintTimeline.PREV_TIME = -6;
        IkConstraintTimeline.PREV_MIX = -5;
        IkConstraintTimeline.PREV_SOFTNESS = -4;
        IkConstraintTimeline.PREV_BEND_DIRECTION = -3;
        IkConstraintTimeline.PREV_COMPRESS = -2;
        IkConstraintTimeline.PREV_STRETCH = -1;
        IkConstraintTimeline.MIX = 1;
        IkConstraintTimeline.SOFTNESS = 2;
        IkConstraintTimeline.BEND_DIRECTION = 3;
        IkConstraintTimeline.COMPRESS = 4;
        IkConstraintTimeline.STRETCH = 5;
        return IkConstraintTimeline;
    }(CurveTimeline));
    spine.IkConstraintTimeline = IkConstraintTimeline;
    var TransformConstraintTimeline = (function (_super) {
        __extends(TransformConstraintTimeline, _super);
        function TransformConstraintTimeline(frameCount) {
            var _this = _super.call(this, frameCount) || this;
            _this.frames = spine.Utils.newFloatArray(frameCount * TransformConstraintTimeline.ENTRIES);
            return _this;
        }
        TransformConstraintTimeline.prototype.getPropertyId = function () {
            return (TimelineType.transformConstraint << 24) + this.transformConstraintIndex;
        };
        TransformConstraintTimeline.prototype.setFrame = function (frameIndex, time, rotateMix, translateMix, scaleMix, shearMix) {
            frameIndex *= TransformConstraintTimeline.ENTRIES;
            this.frames[frameIndex] = time;
            this.frames[frameIndex + TransformConstraintTimeline.ROTATE] = rotateMix;
            this.frames[frameIndex + TransformConstraintTimeline.TRANSLATE] = translateMix;
            this.frames[frameIndex + TransformConstraintTimeline.SCALE] = scaleMix;
            this.frames[frameIndex + TransformConstraintTimeline.SHEAR] = shearMix;
        };
        TransformConstraintTimeline.prototype.apply = function (skeleton, lastTime, time, firedEvents, alpha, blend, direction) {
            var frames = this.frames;
            var constraint = skeleton.transformConstraints[this.transformConstraintIndex];
            if (!constraint.active)
                return;
            if (time < frames[0]) {
                var data = constraint.data;
                switch (blend) {
                    case MixBlend.setup:
                        constraint.rotateMix = data.rotateMix;
                        constraint.translateMix = data.translateMix;
                        constraint.scaleMix = data.scaleMix;
                        constraint.shearMix = data.shearMix;
                        return;
                    case MixBlend.first:
                        constraint.rotateMix += (data.rotateMix - constraint.rotateMix) * alpha;
                        constraint.translateMix += (data.translateMix - constraint.translateMix) * alpha;
                        constraint.scaleMix += (data.scaleMix - constraint.scaleMix) * alpha;
                        constraint.shearMix += (data.shearMix - constraint.shearMix) * alpha;
                }
                return;
            }
            var rotate = 0, translate = 0, scale = 0, shear = 0;
            if (time >= frames[frames.length - TransformConstraintTimeline.ENTRIES]) {
                var i = frames.length;
                rotate = frames[i + TransformConstraintTimeline.PREV_ROTATE];
                translate = frames[i + TransformConstraintTimeline.PREV_TRANSLATE];
                scale = frames[i + TransformConstraintTimeline.PREV_SCALE];
                shear = frames[i + TransformConstraintTimeline.PREV_SHEAR];
            }
            else {
                var frame = Animation.binarySearch(frames, time, TransformConstraintTimeline.ENTRIES);
                rotate = frames[frame + TransformConstraintTimeline.PREV_ROTATE];
                translate = frames[frame + TransformConstraintTimeline.PREV_TRANSLATE];
                scale = frames[frame + TransformConstraintTimeline.PREV_SCALE];
                shear = frames[frame + TransformConstraintTimeline.PREV_SHEAR];
                var frameTime = frames[frame];
                var percent = this.getCurvePercent(frame / TransformConstraintTimeline.ENTRIES - 1, 1 - (time - frameTime) / (frames[frame + TransformConstraintTimeline.PREV_TIME] - frameTime));
                rotate += (frames[frame + TransformConstraintTimeline.ROTATE] - rotate) * percent;
                translate += (frames[frame + TransformConstraintTimeline.TRANSLATE] - translate) * percent;
                scale += (frames[frame + TransformConstraintTimeline.SCALE] - scale) * percent;
                shear += (frames[frame + TransformConstraintTimeline.SHEAR] - shear) * percent;
            }
            if (blend == MixBlend.setup) {
                var data = constraint.data;
                constraint.rotateMix = data.rotateMix + (rotate - data.rotateMix) * alpha;
                constraint.translateMix = data.translateMix + (translate - data.translateMix) * alpha;
                constraint.scaleMix = data.scaleMix + (scale - data.scaleMix) * alpha;
                constraint.shearMix = data.shearMix + (shear - data.shearMix) * alpha;
            }
            else {
                constraint.rotateMix += (rotate - constraint.rotateMix) * alpha;
                constraint.translateMix += (translate - constraint.translateMix) * alpha;
                constraint.scaleMix += (scale - constraint.scaleMix) * alpha;
                constraint.shearMix += (shear - constraint.shearMix) * alpha;
            }
        };
        TransformConstraintTimeline.ENTRIES = 5;
        TransformConstraintTimeline.PREV_TIME = -5;
        TransformConstraintTimeline.PREV_ROTATE = -4;
        TransformConstraintTimeline.PREV_TRANSLATE = -3;
        TransformConstraintTimeline.PREV_SCALE = -2;
        TransformConstraintTimeline.PREV_SHEAR = -1;
        TransformConstraintTimeline.ROTATE = 1;
        TransformConstraintTimeline.TRANSLATE = 2;
        TransformConstraintTimeline.SCALE = 3;
        TransformConstraintTimeline.SHEAR = 4;
        return TransformConstraintTimeline;
    }(CurveTimeline));
    spine.TransformConstraintTimeline = TransformConstraintTimeline;
    var PathConstraintPositionTimeline = (function (_super) {
        __extends(PathConstraintPositionTimeline, _super);
        function PathConstraintPositionTimeline(frameCount) {
            var _this = _super.call(this, frameCount) || this;
            _this.frames = spine.Utils.newFloatArray(frameCount * PathConstraintPositionTimeline.ENTRIES);
            return _this;
        }
        PathConstraintPositionTimeline.prototype.getPropertyId = function () {
            return (TimelineType.pathConstraintPosition << 24) + this.pathConstraintIndex;
        };
        PathConstraintPositionTimeline.prototype.setFrame = function (frameIndex, time, value) {
            frameIndex *= PathConstraintPositionTimeline.ENTRIES;
            this.frames[frameIndex] = time;
            this.frames[frameIndex + PathConstraintPositionTimeline.VALUE] = value;
        };
        PathConstraintPositionTimeline.prototype.apply = function (skeleton, lastTime, time, firedEvents, alpha, blend, direction) {
            var frames = this.frames;
            var constraint = skeleton.pathConstraints[this.pathConstraintIndex];
            if (!constraint.active)
                return;
            if (time < frames[0]) {
                switch (blend) {
                    case MixBlend.setup:
                        constraint.position = constraint.data.position;
                        return;
                    case MixBlend.first:
                        constraint.position += (constraint.data.position - constraint.position) * alpha;
                }
                return;
            }
            var position = 0;
            if (time >= frames[frames.length - PathConstraintPositionTimeline.ENTRIES])
                position = frames[frames.length + PathConstraintPositionTimeline.PREV_VALUE];
            else {
                var frame = Animation.binarySearch(frames, time, PathConstraintPositionTimeline.ENTRIES);
                position = frames[frame + PathConstraintPositionTimeline.PREV_VALUE];
                var frameTime = frames[frame];
                var percent = this.getCurvePercent(frame / PathConstraintPositionTimeline.ENTRIES - 1, 1 - (time - frameTime) / (frames[frame + PathConstraintPositionTimeline.PREV_TIME] - frameTime));
                position += (frames[frame + PathConstraintPositionTimeline.VALUE] - position) * percent;
            }
            if (blend == MixBlend.setup)
                constraint.position = constraint.data.position + (position - constraint.data.position) * alpha;
            else
                constraint.position += (position - constraint.position) * alpha;
        };
        PathConstraintPositionTimeline.ENTRIES = 2;
        PathConstraintPositionTimeline.PREV_TIME = -2;
        PathConstraintPositionTimeline.PREV_VALUE = -1;
        PathConstraintPositionTimeline.VALUE = 1;
        return PathConstraintPositionTimeline;
    }(CurveTimeline));
    spine.PathConstraintPositionTimeline = PathConstraintPositionTimeline;
    var PathConstraintSpacingTimeline = (function (_super) {
        __extends(PathConstraintSpacingTimeline, _super);
        function PathConstraintSpacingTimeline(frameCount) {
            return _super.call(this, frameCount) || this;
        }
        PathConstraintSpacingTimeline.prototype.getPropertyId = function () {
            return (TimelineType.pathConstraintSpacing << 24) + this.pathConstraintIndex;
        };
        PathConstraintSpacingTimeline.prototype.apply = function (skeleton, lastTime, time, firedEvents, alpha, blend, direction) {
            var frames = this.frames;
            var constraint = skeleton.pathConstraints[this.pathConstraintIndex];
            if (!constraint.active)
                return;
            if (time < frames[0]) {
                switch (blend) {
                    case MixBlend.setup:
                        constraint.spacing = constraint.data.spacing;
                        return;
                    case MixBlend.first:
                        constraint.spacing += (constraint.data.spacing - constraint.spacing) * alpha;
                }
                return;
            }
            var spacing = 0;
            if (time >= frames[frames.length - PathConstraintSpacingTimeline.ENTRIES])
                spacing = frames[frames.length + PathConstraintSpacingTimeline.PREV_VALUE];
            else {
                var frame = Animation.binarySearch(frames, time, PathConstraintSpacingTimeline.ENTRIES);
                spacing = frames[frame + PathConstraintSpacingTimeline.PREV_VALUE];
                var frameTime = frames[frame];
                var percent = this.getCurvePercent(frame / PathConstraintSpacingTimeline.ENTRIES - 1, 1 - (time - frameTime) / (frames[frame + PathConstraintSpacingTimeline.PREV_TIME] - frameTime));
                spacing += (frames[frame + PathConstraintSpacingTimeline.VALUE] - spacing) * percent;
            }
            if (blend == MixBlend.setup)
                constraint.spacing = constraint.data.spacing + (spacing - constraint.data.spacing) * alpha;
            else
                constraint.spacing += (spacing - constraint.spacing) * alpha;
        };
        return PathConstraintSpacingTimeline;
    }(PathConstraintPositionTimeline));
    spine.PathConstraintSpacingTimeline = PathConstraintSpacingTimeline;
    var PathConstraintMixTimeline = (function (_super) {
        __extends(PathConstraintMixTimeline, _super);
        function PathConstraintMixTimeline(frameCount) {
            var _this = _super.call(this, frameCount) || this;
            _this.frames = spine.Utils.newFloatArray(frameCount * PathConstraintMixTimeline.ENTRIES);
            return _this;
        }
        PathConstraintMixTimeline.prototype.getPropertyId = function () {
            return (TimelineType.pathConstraintMix << 24) + this.pathConstraintIndex;
        };
        PathConstraintMixTimeline.prototype.setFrame = function (frameIndex, time, rotateMix, translateMix) {
            frameIndex *= PathConstraintMixTimeline.ENTRIES;
            this.frames[frameIndex] = time;
            this.frames[frameIndex + PathConstraintMixTimeline.ROTATE] = rotateMix;
            this.frames[frameIndex + PathConstraintMixTimeline.TRANSLATE] = translateMix;
        };
        PathConstraintMixTimeline.prototype.apply = function (skeleton, lastTime, time, firedEvents, alpha, blend, direction) {
            var frames = this.frames;
            var constraint = skeleton.pathConstraints[this.pathConstraintIndex];
            if (!constraint.active)
                return;
            if (time < frames[0]) {
                switch (blend) {
                    case MixBlend.setup:
                        constraint.rotateMix = constraint.data.rotateMix;
                        constraint.translateMix = constraint.data.translateMix;
                        return;
                    case MixBlend.first:
                        constraint.rotateMix += (constraint.data.rotateMix - constraint.rotateMix) * alpha;
                        constraint.translateMix += (constraint.data.translateMix - constraint.translateMix) * alpha;
                }
                return;
            }
            var rotate = 0, translate = 0;
            if (time >= frames[frames.length - PathConstraintMixTimeline.ENTRIES]) {
                rotate = frames[frames.length + PathConstraintMixTimeline.PREV_ROTATE];
                translate = frames[frames.length + PathConstraintMixTimeline.PREV_TRANSLATE];
            }
            else {
                var frame = Animation.binarySearch(frames, time, PathConstraintMixTimeline.ENTRIES);
                rotate = frames[frame + PathConstraintMixTimeline.PREV_ROTATE];
                translate = frames[frame + PathConstraintMixTimeline.PREV_TRANSLATE];
                var frameTime = frames[frame];
                var percent = this.getCurvePercent(frame / PathConstraintMixTimeline.ENTRIES - 1, 1 - (time - frameTime) / (frames[frame + PathConstraintMixTimeline.PREV_TIME] - frameTime));
                rotate += (frames[frame + PathConstraintMixTimeline.ROTATE] - rotate) * percent;
                translate += (frames[frame + PathConstraintMixTimeline.TRANSLATE] - translate) * percent;
            }
            if (blend == MixBlend.setup) {
                constraint.rotateMix = constraint.data.rotateMix + (rotate - constraint.data.rotateMix) * alpha;
                constraint.translateMix = constraint.data.translateMix + (translate - constraint.data.translateMix) * alpha;
            }
            else {
                constraint.rotateMix += (rotate - constraint.rotateMix) * alpha;
                constraint.translateMix += (translate - constraint.translateMix) * alpha;
            }
        };
        PathConstraintMixTimeline.ENTRIES = 3;
        PathConstraintMixTimeline.PREV_TIME = -3;
        PathConstraintMixTimeline.PREV_ROTATE = -2;
        PathConstraintMixTimeline.PREV_TRANSLATE = -1;
        PathConstraintMixTimeline.ROTATE = 1;
        PathConstraintMixTimeline.TRANSLATE = 2;
        return PathConstraintMixTimeline;
    }(CurveTimeline));
    spine.PathConstraintMixTimeline = PathConstraintMixTimeline;
})(spine || (spine = {}));
var spine;
(function (spine) {
    var AnimationState = (function () {
        function AnimationState(data) {
            this.tracks = new Array();
            this.timeScale = 1;
            this.events = new Array();
            this.listeners = new Array();
            this.queue = new EventQueue(this);
            this.propertyIDs = new spine.IntSet();
            this.animationsChanged = false;
            this.trackEntryPool = new spine.Pool(function () { return new TrackEntry(); });
            this.data = data;
        }
        AnimationState.prototype.update = function (delta) {
            delta *= this.timeScale;
            var tracks = this.tracks;
            for (var i = 0, n = tracks.length; i < n; i++) {
                var current = tracks[i];
                if (current == null)
                    continue;
                current.animationLast = current.nextAnimationLast;
                current.trackLast = current.nextTrackLast;
                var currentDelta = delta * current.timeScale;
                if (current.delay > 0) {
                    current.delay -= currentDelta;
                    if (current.delay > 0)
                        continue;
                    currentDelta = -current.delay;
                    current.delay = 0;
                }
                var next = current.next;
                if (next != null) {
                    var nextTime = current.trackLast - next.delay;
                    if (nextTime >= 0) {
                        next.delay = 0;
                        next.trackTime += current.timeScale == 0 ? 0 : (nextTime / current.timeScale + delta) * next.timeScale;
                        current.trackTime += currentDelta;
                        this.setCurrent(i, next, true);
                        while (next.mixingFrom != null) {
                            next.mixTime += delta;
                            next = next.mixingFrom;
                        }
                        continue;
                    }
                }
                else if (current.trackLast >= current.trackEnd && current.mixingFrom == null) {
                    tracks[i] = null;
                    this.queue.end(current);
                    this.disposeNext(current);
                    continue;
                }
                if (current.mixingFrom != null && this.updateMixingFrom(current, delta)) {
                    var from = current.mixingFrom;
                    current.mixingFrom = null;
                    if (from != null)
                        from.mixingTo = null;
                    while (from != null) {
                        this.queue.end(from);
                        from = from.mixingFrom;
                    }
                }
                current.trackTime += currentDelta;
            }
            this.queue.drain();
        };
        AnimationState.prototype.updateMixingFrom = function (to, delta) {
            var from = to.mixingFrom;
            if (from == null)
                return true;
            var finished = this.updateMixingFrom(from, delta);
            from.animationLast = from.nextAnimationLast;
            from.trackLast = from.nextTrackLast;
            if (to.mixTime > 0 && to.mixTime >= to.mixDuration) {
                if (from.totalAlpha == 0 || to.mixDuration == 0) {
                    to.mixingFrom = from.mixingFrom;
                    if (from.mixingFrom != null)
                        from.mixingFrom.mixingTo = to;
                    to.interruptAlpha = from.interruptAlpha;
                    this.queue.end(from);
                }
                return finished;
            }
            from.trackTime += delta * from.timeScale;
            to.mixTime += delta;
            return false;
        };
        AnimationState.prototype.apply = function (skeleton) {
            if (skeleton == null)
                throw new Error("skeleton cannot be null.");
            if (this.animationsChanged)
                this._animationsChanged();
            var events = this.events;
            var tracks = this.tracks;
            var applied = false;
            for (var i = 0, n = tracks.length; i < n; i++) {
                var current = tracks[i];
                if (current == null || current.delay > 0)
                    continue;
                applied = true;
                var blend = i == 0 ? spine.MixBlend.first : current.mixBlend;
                var mix = current.alpha;
                if (current.mixingFrom != null)
                    mix *= this.applyMixingFrom(current, skeleton, blend);
                else if (current.trackTime >= current.trackEnd && current.next == null)
                    mix = 0;
                var animationLast = current.animationLast, animationTime = current.getAnimationTime();
                var timelineCount = current.animation.timelines.length;
                var timelines = current.animation.timelines;
                if ((i == 0 && mix == 1) || blend == spine.MixBlend.add) {
                    for (var ii = 0; ii < timelineCount; ii++) {
                        spine.Utils.webkit602BugfixHelper(mix, blend);
                        timelines[ii].apply(skeleton, animationLast, animationTime, events, mix, blend, spine.MixDirection.mixIn);
                    }
                }
                else {
                    var timelineMode = current.timelineMode;
                    var firstFrame = current.timelinesRotation.length == 0;
                    if (firstFrame)
                        spine.Utils.setArraySize(current.timelinesRotation, timelineCount << 1, null);
                    var timelinesRotation = current.timelinesRotation;
                    for (var ii = 0; ii < timelineCount; ii++) {
                        var timeline = timelines[ii];
                        var timelineBlend = (timelineMode[ii] & (AnimationState.NOT_LAST - 1)) == AnimationState.SUBSEQUENT ? blend : spine.MixBlend.setup;
                        if (timeline instanceof spine.RotateTimeline) {
                            this.applyRotateTimeline(timeline, skeleton, animationTime, mix, timelineBlend, timelinesRotation, ii << 1, firstFrame);
                        }
                        else {
                            spine.Utils.webkit602BugfixHelper(mix, blend);
                            timeline.apply(skeleton, animationLast, animationTime, events, mix, timelineBlend, spine.MixDirection.mixIn);
                        }
                    }
                }
                this.queueEvents(current, animationTime);
                events.length = 0;
                current.nextAnimationLast = animationTime;
                current.nextTrackLast = current.trackTime;
            }
            this.queue.drain();
            return applied;
        };
        AnimationState.prototype.applyMixingFrom = function (to, skeleton, blend) {
            var from = to.mixingFrom;
            if (from.mixingFrom != null)
                this.applyMixingFrom(from, skeleton, blend);
            var mix = 0;
            if (to.mixDuration == 0) {
                mix = 1;
                if (blend == spine.MixBlend.first)
                    blend = spine.MixBlend.setup;
            }
            else {
                mix = to.mixTime / to.mixDuration;
                if (mix > 1)
                    mix = 1;
                if (blend != spine.MixBlend.first)
                    blend = from.mixBlend;
            }
            var events = mix < from.eventThreshold ? this.events : null;
            var attachments = mix < from.attachmentThreshold, drawOrder = mix < from.drawOrderThreshold;
            var animationLast = from.animationLast, animationTime = from.getAnimationTime();
            var timelineCount = from.animation.timelines.length;
            var timelines = from.animation.timelines;
            var alphaHold = from.alpha * to.interruptAlpha, alphaMix = alphaHold * (1 - mix);
            if (blend == spine.MixBlend.add) {
                for (var i = 0; i < timelineCount; i++)
                    timelines[i].apply(skeleton, animationLast, animationTime, events, alphaMix, blend, spine.MixDirection.mixOut);
            }
            else {
                var timelineMode = from.timelineMode;
                var timelineHoldMix = from.timelineHoldMix;
                var firstFrame = from.timelinesRotation.length == 0;
                if (firstFrame)
                    spine.Utils.setArraySize(from.timelinesRotation, timelineCount << 1, null);
                var timelinesRotation = from.timelinesRotation;
                from.totalAlpha = 0;
                for (var i = 0; i < timelineCount; i++) {
                    var timeline = timelines[i];
                    var direction = spine.MixDirection.mixOut;
                    var timelineBlend = void 0;
                    var alpha = 0;
                    switch (timelineMode[i] & (AnimationState.NOT_LAST - 1)) {
                        case AnimationState.SUBSEQUENT:
                            timelineBlend = blend;
                            if (!attachments && timeline instanceof spine.AttachmentTimeline) {
                                if ((timelineMode[i] & AnimationState.NOT_LAST) == AnimationState.NOT_LAST)
                                    continue;
                                timelineBlend = spine.MixBlend.setup;
                            }
                            if (!drawOrder && timeline instanceof spine.DrawOrderTimeline)
                                continue;
                            alpha = alphaMix;
                            break;
                        case AnimationState.FIRST:
                            timelineBlend = spine.MixBlend.setup;
                            alpha = alphaMix;
                            break;
                        case AnimationState.HOLD:
                            timelineBlend = spine.MixBlend.setup;
                            alpha = alphaHold;
                            break;
                        default:
                            timelineBlend = spine.MixBlend.setup;
                            var holdMix = timelineHoldMix[i];
                            alpha = alphaHold * Math.max(0, 1 - holdMix.mixTime / holdMix.mixDuration);
                            break;
                    }
                    from.totalAlpha += alpha;
                    if (timeline instanceof spine.RotateTimeline)
                        this.applyRotateTimeline(timeline, skeleton, animationTime, alpha, timelineBlend, timelinesRotation, i << 1, firstFrame);
                    else {
                        spine.Utils.webkit602BugfixHelper(alpha, blend);
                        if (timelineBlend == spine.MixBlend.setup) {
                            if (timeline instanceof spine.AttachmentTimeline) {
                                if (attachments || (timelineMode[i] & AnimationState.NOT_LAST) == AnimationState.NOT_LAST)
                                    direction = spine.MixDirection.mixIn;
                            }
                            else if (timeline instanceof spine.DrawOrderTimeline) {
                                if (drawOrder)
                                    direction = spine.MixDirection.mixIn;
                            }
                        }
                        timeline.apply(skeleton, animationLast, animationTime, events, alpha, timelineBlend, direction);
                    }
                }
            }
            if (to.mixDuration > 0)
                this.queueEvents(from, animationTime);
            this.events.length = 0;
            from.nextAnimationLast = animationTime;
            from.nextTrackLast = from.trackTime;
            return mix;
        };
        AnimationState.prototype.applyRotateTimeline = function (timeline, skeleton, time, alpha, blend, timelinesRotation, i, firstFrame) {
            if (firstFrame)
                timelinesRotation[i] = 0;
            if (alpha == 1) {
                timeline.apply(skeleton, 0, time, null, 1, blend, spine.MixDirection.mixIn);
                return;
            }
            var rotateTimeline = timeline;
            var frames = rotateTimeline.frames;
            var bone = skeleton.bones[rotateTimeline.boneIndex];
            if (!bone.active)
                return;
            var r1 = 0, r2 = 0;
            if (time < frames[0]) {
                switch (blend) {
                    case spine.MixBlend.setup:
                        bone.rotation = bone.data.rotation;
                    default:
                        return;
                    case spine.MixBlend.first:
                        r1 = bone.rotation;
                        r2 = bone.data.rotation;
                }
            }
            else {
                r1 = blend == spine.MixBlend.setup ? bone.data.rotation : bone.rotation;
                if (time >= frames[frames.length - spine.RotateTimeline.ENTRIES])
                    r2 = bone.data.rotation + frames[frames.length + spine.RotateTimeline.PREV_ROTATION];
                else {
                    var frame = spine.Animation.binarySearch(frames, time, spine.RotateTimeline.ENTRIES);
                    var prevRotation = frames[frame + spine.RotateTimeline.PREV_ROTATION];
                    var frameTime = frames[frame];
                    var percent = rotateTimeline.getCurvePercent((frame >> 1) - 1, 1 - (time - frameTime) / (frames[frame + spine.RotateTimeline.PREV_TIME] - frameTime));
                    r2 = frames[frame + spine.RotateTimeline.ROTATION] - prevRotation;
                    r2 -= (16384 - ((16384.499999999996 - r2 / 360) | 0)) * 360;
                    r2 = prevRotation + r2 * percent + bone.data.rotation;
                    r2 -= (16384 - ((16384.499999999996 - r2 / 360) | 0)) * 360;
                }
            }
            var total = 0, diff = r2 - r1;
            diff -= (16384 - ((16384.499999999996 - diff / 360) | 0)) * 360;
            if (diff == 0) {
                total = timelinesRotation[i];
            }
            else {
                var lastTotal = 0, lastDiff = 0;
                if (firstFrame) {
                    lastTotal = 0;
                    lastDiff = diff;
                }
                else {
                    lastTotal = timelinesRotation[i];
                    lastDiff = timelinesRotation[i + 1];
                }
                var current = diff > 0, dir = lastTotal >= 0;
                if (spine.MathUtils.signum(lastDiff) != spine.MathUtils.signum(diff) && Math.abs(lastDiff) <= 90) {
                    if (Math.abs(lastTotal) > 180)
                        lastTotal += 360 * spine.MathUtils.signum(lastTotal);
                    dir = current;
                }
                total = diff + lastTotal - lastTotal % 360;
                if (dir != current)
                    total += 360 * spine.MathUtils.signum(lastTotal);
                timelinesRotation[i] = total;
            }
            timelinesRotation[i + 1] = diff;
            r1 += total * alpha;
            bone.rotation = r1 - (16384 - ((16384.499999999996 - r1 / 360) | 0)) * 360;
        };
        AnimationState.prototype.queueEvents = function (entry, animationTime) {
            var animationStart = entry.animationStart, animationEnd = entry.animationEnd;
            var duration = animationEnd - animationStart;
            var trackLastWrapped = entry.trackLast % duration;
            var events = this.events;
            var i = 0, n = events.length;
            for (; i < n; i++) {
                var event_1 = events[i];
                if (event_1.time < trackLastWrapped)
                    break;
                if (event_1.time > animationEnd)
                    continue;
                this.queue.event(entry, event_1);
            }
            var complete = false;
            if (entry.loop)
                complete = duration == 0 || trackLastWrapped > entry.trackTime % duration;
            else
                complete = animationTime >= animationEnd && entry.animationLast < animationEnd;
            if (complete)
                this.queue.complete(entry);
            for (; i < n; i++) {
                var event_2 = events[i];
                if (event_2.time < animationStart)
                    continue;
                this.queue.event(entry, events[i]);
            }
        };
        AnimationState.prototype.clearTracks = function () {
            var oldDrainDisabled = this.queue.drainDisabled;
            this.queue.drainDisabled = true;
            for (var i = 0, n = this.tracks.length; i < n; i++)
                this.clearTrack(i);
            this.tracks.length = 0;
            this.queue.drainDisabled = oldDrainDisabled;
            this.queue.drain();
        };
        AnimationState.prototype.clearTrack = function (trackIndex) {
            if (trackIndex >= this.tracks.length)
                return;
            var current = this.tracks[trackIndex];
            if (current == null)
                return;
            this.queue.end(current);
            this.disposeNext(current);
            var entry = current;
            while (true) {
                var from = entry.mixingFrom;
                if (from == null)
                    break;
                this.queue.end(from);
                entry.mixingFrom = null;
                entry.mixingTo = null;
                entry = from;
            }
            this.tracks[current.trackIndex] = null;
            this.queue.drain();
        };
        AnimationState.prototype.setCurrent = function (index, current, interrupt) {
            var from = this.expandToIndex(index);
            this.tracks[index] = current;
            if (from != null) {
                if (interrupt)
                    this.queue.interrupt(from);
                current.mixingFrom = from;
                from.mixingTo = current;
                current.mixTime = 0;
                if (from.mixingFrom != null && from.mixDuration > 0)
                    current.interruptAlpha *= Math.min(1, from.mixTime / from.mixDuration);
                from.timelinesRotation.length = 0;
            }
            this.queue.start(current);
        };
        AnimationState.prototype.setAnimation = function (trackIndex, animationName, loop) {
            var animation = this.data.skeletonData.findAnimation(animationName);
            if (animation == null)
                throw new Error("Animation not found: " + animationName);
            return this.setAnimationWith(trackIndex, animation, loop);
        };
        AnimationState.prototype.setAnimationWith = function (trackIndex, animation, loop) {
            if (animation == null)
                throw new Error("animation cannot be null.");
            var interrupt = true;
            var current = this.expandToIndex(trackIndex);
            if (current != null) {
                if (current.nextTrackLast == -1) {
                    this.tracks[trackIndex] = current.mixingFrom;
                    this.queue.interrupt(current);
                    this.queue.end(current);
                    this.disposeNext(current);
                    current = current.mixingFrom;
                    interrupt = false;
                }
                else
                    this.disposeNext(current);
            }
            var entry = this.trackEntry(trackIndex, animation, loop, current);
            this.setCurrent(trackIndex, entry, interrupt);
            this.queue.drain();
            return entry;
        };
        AnimationState.prototype.addAnimation = function (trackIndex, animationName, loop, delay) {
            var animation = this.data.skeletonData.findAnimation(animationName);
            if (animation == null)
                throw new Error("Animation not found: " + animationName);
            return this.addAnimationWith(trackIndex, animation, loop, delay);
        };
        AnimationState.prototype.addAnimationWith = function (trackIndex, animation, loop, delay) {
            if (animation == null)
                throw new Error("animation cannot be null.");
            var last = this.expandToIndex(trackIndex);
            if (last != null) {
                while (last.next != null)
                    last = last.next;
            }
            var entry = this.trackEntry(trackIndex, animation, loop, last);
            if (last == null) {
                this.setCurrent(trackIndex, entry, true);
                this.queue.drain();
            }
            else {
                last.next = entry;
                if (delay <= 0) {
                    var duration = last.animationEnd - last.animationStart;
                    if (duration != 0) {
                        if (last.loop)
                            delay += duration * (1 + ((last.trackTime / duration) | 0));
                        else
                            delay += Math.max(duration, last.trackTime);
                        delay -= this.data.getMix(last.animation, animation);
                    }
                    else
                        delay = last.trackTime;
                }
            }
            entry.delay = delay;
            return entry;
        };
        AnimationState.prototype.setEmptyAnimation = function (trackIndex, mixDuration) {
            var entry = this.setAnimationWith(trackIndex, AnimationState.emptyAnimation, false);
            entry.mixDuration = mixDuration;
            entry.trackEnd = mixDuration;
            return entry;
        };
        AnimationState.prototype.addEmptyAnimation = function (trackIndex, mixDuration, delay) {
            if (delay <= 0)
                delay -= mixDuration;
            var entry = this.addAnimationWith(trackIndex, AnimationState.emptyAnimation, false, delay);
            entry.mixDuration = mixDuration;
            entry.trackEnd = mixDuration;
            return entry;
        };
        AnimationState.prototype.setEmptyAnimations = function (mixDuration) {
            var oldDrainDisabled = this.queue.drainDisabled;
            this.queue.drainDisabled = true;
            for (var i = 0, n = this.tracks.length; i < n; i++) {
                var current = this.tracks[i];
                if (current != null)
                    this.setEmptyAnimation(current.trackIndex, mixDuration);
            }
            this.queue.drainDisabled = oldDrainDisabled;
            this.queue.drain();
        };
        AnimationState.prototype.expandToIndex = function (index) {
            if (index < this.tracks.length)
                return this.tracks[index];
            spine.Utils.ensureArrayCapacity(this.tracks, index + 1, null);
            this.tracks.length = index + 1;
            return null;
        };
        AnimationState.prototype.trackEntry = function (trackIndex, animation, loop, last) {
            var entry = this.trackEntryPool.obtain();
            entry.trackIndex = trackIndex;
            entry.animation = animation;
            entry.loop = loop;
            entry.holdPrevious = false;
            entry.eventThreshold = 0;
            entry.attachmentThreshold = 0;
            entry.drawOrderThreshold = 0;
            entry.animationStart = 0;
            entry.animationEnd = animation.duration;
            entry.animationLast = -1;
            entry.nextAnimationLast = -1;
            entry.delay = 0;
            entry.trackTime = 0;
            entry.trackLast = -1;
            entry.nextTrackLast = -1;
            entry.trackEnd = Number.MAX_VALUE;
            entry.timeScale = 1;
            entry.alpha = 1;
            entry.interruptAlpha = 1;
            entry.mixTime = 0;
            entry.mixDuration = last == null ? 0 : this.data.getMix(last.animation, animation);
            return entry;
        };
        AnimationState.prototype.disposeNext = function (entry) {
            var next = entry.next;
            while (next != null) {
                this.queue.dispose(next);
                next = next.next;
            }
            entry.next = null;
        };
        AnimationState.prototype._animationsChanged = function () {
            this.animationsChanged = false;
            this.propertyIDs.clear();
            for (var i = 0, n = this.tracks.length; i < n; i++) {
                var entry = this.tracks[i];
                if (entry == null)
                    continue;
                while (entry.mixingFrom != null)
                    entry = entry.mixingFrom;
                do {
                    if (entry.mixingFrom == null || entry.mixBlend != spine.MixBlend.add)
                        this.computeHold(entry);
                    entry = entry.mixingTo;
                } while (entry != null);
            }
            this.propertyIDs.clear();
            for (var i = this.tracks.length - 1; i >= 0; i--) {
                var entry = this.tracks[i];
                while (entry != null) {
                    this.computeNotLast(entry);
                    entry = entry.mixingFrom;
                }
            }
        };
        AnimationState.prototype.computeHold = function (entry) {
            var to = entry.mixingTo;
            var timelines = entry.animation.timelines;
            var timelinesCount = entry.animation.timelines.length;
            var timelineMode = spine.Utils.setArraySize(entry.timelineMode, timelinesCount);
            entry.timelineHoldMix.length = 0;
            var timelineDipMix = spine.Utils.setArraySize(entry.timelineHoldMix, timelinesCount);
            var propertyIDs = this.propertyIDs;
            if (to != null && to.holdPrevious) {
                for (var i = 0; i < timelinesCount; i++) {
                    propertyIDs.add(timelines[i].getPropertyId());
                    timelineMode[i] = AnimationState.HOLD;
                }
                return;
            }
            outer: for (var i = 0; i < timelinesCount; i++) {
                var timeline = timelines[i];
                var id = timeline.getPropertyId();
                if (!propertyIDs.add(id))
                    timelineMode[i] = AnimationState.SUBSEQUENT;
                else if (to == null || timeline instanceof spine.AttachmentTimeline || timeline instanceof spine.DrawOrderTimeline
                    || timeline instanceof spine.EventTimeline || !to.animation.hasTimeline(id)) {
                    timelineMode[i] = AnimationState.FIRST;
                }
                else {
                    for (var next = to.mixingTo; next != null; next = next.mixingTo) {
                        if (next.animation.hasTimeline(id))
                            continue;
                        if (entry.mixDuration > 0) {
                            timelineMode[i] = AnimationState.HOLD_MIX;
                            timelineDipMix[i] = next;
                            continue outer;
                        }
                        break;
                    }
                    timelineMode[i] = AnimationState.HOLD;
                }
            }
        };
        AnimationState.prototype.computeNotLast = function (entry) {
            var timelines = entry.animation.timelines;
            var timelinesCount = entry.animation.timelines.length;
            var timelineMode = entry.timelineMode;
            var propertyIDs = this.propertyIDs;
            for (var i = 0; i < timelinesCount; i++) {
                if (timelines[i] instanceof spine.AttachmentTimeline) {
                    var timeline = timelines[i];
                    if (!propertyIDs.add(timeline.slotIndex))
                        timelineMode[i] |= AnimationState.NOT_LAST;
                }
            }
        };
        AnimationState.prototype.getCurrent = function (trackIndex) {
            if (trackIndex >= this.tracks.length)
                return null;
            return this.tracks[trackIndex];
        };
        AnimationState.prototype.addListener = function (listener) {
            if (listener == null)
                throw new Error("listener cannot be null.");
            this.listeners.push(listener);
        };
        AnimationState.prototype.removeListener = function (listener) {
            var index = this.listeners.indexOf(listener);
            if (index >= 0)
                this.listeners.splice(index, 1);
        };
        AnimationState.prototype.clearListeners = function () {
            this.listeners.length = 0;
        };
        AnimationState.prototype.clearListenerNotifications = function () {
            this.queue.clear();
        };
        AnimationState.emptyAnimation = new spine.Animation("<empty>", [], 0);
        AnimationState.SUBSEQUENT = 0;
        AnimationState.FIRST = 1;
        AnimationState.HOLD = 2;
        AnimationState.HOLD_MIX = 3;
        AnimationState.NOT_LAST = 4;
        return AnimationState;
    }());
    spine.AnimationState = AnimationState;
    var TrackEntry = (function () {
        function TrackEntry() {
            this.mixBlend = spine.MixBlend.replace;
            this.timelineMode = new Array();
            this.timelineHoldMix = new Array();
            this.timelinesRotation = new Array();
        }
        TrackEntry.prototype.reset = function () {
            this.next = null;
            this.mixingFrom = null;
            this.mixingTo = null;
            this.animation = null;
            this.listener = null;
            this.timelineMode.length = 0;
            this.timelineHoldMix.length = 0;
            this.timelinesRotation.length = 0;
        };
        TrackEntry.prototype.getAnimationTime = function () {
            if (this.loop) {
                var duration = this.animationEnd - this.animationStart;
                if (duration == 0)
                    return this.animationStart;
                return (this.trackTime % duration) + this.animationStart;
            }
            return Math.min(this.trackTime + this.animationStart, this.animationEnd);
        };
        TrackEntry.prototype.setAnimationLast = function (animationLast) {
            this.animationLast = animationLast;
            this.nextAnimationLast = animationLast;
        };
        TrackEntry.prototype.isComplete = function () {
            return this.trackTime >= this.animationEnd - this.animationStart;
        };
        TrackEntry.prototype.resetRotationDirections = function () {
            this.timelinesRotation.length = 0;
        };
        return TrackEntry;
    }());
    spine.TrackEntry = TrackEntry;
    var EventQueue = (function () {
        function EventQueue(animState) {
            this.objects = [];
            this.drainDisabled = false;
            this.animState = animState;
        }
        EventQueue.prototype.start = function (entry) {
            this.objects.push(EventType.start);
            this.objects.push(entry);
            this.animState.animationsChanged = true;
        };
        EventQueue.prototype.interrupt = function (entry) {
            this.objects.push(EventType.interrupt);
            this.objects.push(entry);
        };
        EventQueue.prototype.end = function (entry) {
            this.objects.push(EventType.end);
            this.objects.push(entry);
            this.animState.animationsChanged = true;
        };
        EventQueue.prototype.dispose = function (entry) {
            this.objects.push(EventType.dispose);
            this.objects.push(entry);
        };
        EventQueue.prototype.complete = function (entry) {
            this.objects.push(EventType.complete);
            this.objects.push(entry);
        };
        EventQueue.prototype.event = function (entry, event) {
            this.objects.push(EventType.event);
            this.objects.push(entry);
            this.objects.push(event);
        };
        EventQueue.prototype.drain = function () {
            if (this.drainDisabled)
                return;
            this.drainDisabled = true;
            var objects = this.objects;
            var listeners = this.animState.listeners;
            for (var i = 0; i < objects.length; i += 2) {
                var type = objects[i];
                var entry = objects[i + 1];
                switch (type) {
                    case EventType.start:
                        if (entry.listener != null && entry.listener.start)
                            entry.listener.start(entry);
                        for (var ii = 0; ii < listeners.length; ii++)
                            if (listeners[ii].start)
                                listeners[ii].start(entry);
                        break;
                    case EventType.interrupt:
                        if (entry.listener != null && entry.listener.interrupt)
                            entry.listener.interrupt(entry);
                        for (var ii = 0; ii < listeners.length; ii++)
                            if (listeners[ii].interrupt)
                                listeners[ii].interrupt(entry);
                        break;
                    case EventType.end:
                        if (entry.listener != null && entry.listener.end)
                            entry.listener.end(entry);
                        for (var ii = 0; ii < listeners.length; ii++)
                            if (listeners[ii].end)
                                listeners[ii].end(entry);
                    case EventType.dispose:
                        if (entry.listener != null && entry.listener.dispose)
                            entry.listener.dispose(entry);
                        for (var ii = 0; ii < listeners.length; ii++)
                            if (listeners[ii].dispose)
                                listeners[ii].dispose(entry);
                        this.animState.trackEntryPool.free(entry);
                        break;
                    case EventType.complete:
                        if (entry.listener != null && entry.listener.complete)
                            entry.listener.complete(entry);
                        for (var ii = 0; ii < listeners.length; ii++)
                            if (listeners[ii].complete)
                                listeners[ii].complete(entry);
                        break;
                    case EventType.event:
                        var event_3 = objects[i++ + 2];
                        if (entry.listener != null && entry.listener.event)
                            entry.listener.event(entry, event_3);
                        for (var ii = 0; ii < listeners.length; ii++)
                            if (listeners[ii].event)
                                listeners[ii].event(entry, event_3);
                        break;
                }
            }
            this.clear();
            this.drainDisabled = false;
        };
        EventQueue.prototype.clear = function () {
            this.objects.length = 0;
        };
        return EventQueue;
    }());
    spine.EventQueue = EventQueue;
    var EventType;
    (function (EventType) {
        EventType[EventType["start"] = 0] = "start";
        EventType[EventType["interrupt"] = 1] = "interrupt";
        EventType[EventType["end"] = 2] = "end";
        EventType[EventType["dispose"] = 3] = "dispose";
        EventType[EventType["complete"] = 4] = "complete";
        EventType[EventType["event"] = 5] = "event";
    })(EventType = spine.EventType || (spine.EventType = {}));
    var AnimationStateAdapter = (function () {
        function AnimationStateAdapter() {
        }
        AnimationStateAdapter.prototype.start = function (entry) {
        };
        AnimationStateAdapter.prototype.interrupt = function (entry) {
        };
        AnimationStateAdapter.prototype.end = function (entry) {
        };
        AnimationStateAdapter.prototype.dispose = function (entry) {
        };
        AnimationStateAdapter.prototype.complete = function (entry) {
        };
        AnimationStateAdapter.prototype.event = function (entry, event) {
        };
        return AnimationStateAdapter;
    }());
    spine.AnimationStateAdapter = AnimationStateAdapter;
})(spine || (spine = {}));
var spine;
(function (spine) {
    var AnimationStateData = (function () {
        function AnimationStateData(skeletonData) {
            this.animationToMixTime = {};
            this.defaultMix = 0;
            if (skeletonData == null)
                throw new Error("skeletonData cannot be null.");
            this.skeletonData = skeletonData;
        }
        AnimationStateData.prototype.setMix = function (fromName, toName, duration) {
            var from = this.skeletonData.findAnimation(fromName);
            if (from == null)
                throw new Error("Animation not found: " + fromName);
            var to = this.skeletonData.findAnimation(toName);
            if (to == null)
                throw new Error("Animation not found: " + toName);
            this.setMixWith(from, to, duration);
        };
        AnimationStateData.prototype.setMixWith = function (from, to, duration) {
            if (from == null)
                throw new Error("from cannot be null.");
            if (to == null)
                throw new Error("to cannot be null.");
            var key = from.name + "." + to.name;
            this.animationToMixTime[key] = duration;
        };
        AnimationStateData.prototype.getMix = function (from, to) {
            var key = from.name + "." + to.name;
            var value = this.animationToMixTime[key];
            return value === undefined ? this.defaultMix : value;
        };
        return AnimationStateData;
    }());
    spine.AnimationStateData = AnimationStateData;
})(spine || (spine = {}));
var spine;
(function (spine) {
    var AssetManager = (function () {
        function AssetManager(textureLoader, pathPrefix) {
            if (pathPrefix === void 0) { pathPrefix = ""; }
            this.assets = {};
            this.errors = {};
            this.toLoad = 0;
            this.loaded = 0;
            this.textureLoader = textureLoader;
            this.pathPrefix = pathPrefix;
        }
        AssetManager.downloadText = function (url, success, error) {
            var request = new XMLHttpRequest();
            request.open("GET", url, true);
            request.onload = function () {
                if (request.status == 200) {
                    success(request.responseText);
                }
                else {
                    error(request.status, request.responseText);
                }
            };
            request.onerror = function () {
                error(request.status, request.responseText);
            };
            request.send();
        };
        AssetManager.downloadBinary = function (url, success, error) {
            var request = new XMLHttpRequest();
            request.open("GET", url, true);
            request.responseType = "arraybuffer";
            request.onload = function () {
                if (request.status == 200) {
                    success(new Uint8Array(request.response));
                }
                else {
                    error(request.status, request.responseText);
                }
            };
            request.onerror = function () {
                error(request.status, request.responseText);
            };
            request.send();
        };
        AssetManager.prototype.loadBinary = function (path, success, error) {
            var _this = this;
            if (success === void 0) { success = null; }
            if (error === void 0) { error = null; }
            path = this.pathPrefix + path;
            this.toLoad++;
            AssetManager.downloadBinary(path, function (data) {
                _this.assets[path] = data;
                if (success)
                    success(path, data);
                _this.toLoad--;
                _this.loaded++;
            }, function (state, responseText) {
                _this.errors[path] = "Couldn't load binary " + path + ": status " + status + ", " + responseText;
                if (error)
                    error(path, "Couldn't load binary " + path + ": status " + status + ", " + responseText);
                _this.toLoad--;
                _this.loaded++;
            });
        };
        AssetManager.prototype.loadText = function (path, success, error) {
            var _this = this;
            if (success === void 0) { success = null; }
            if (error === void 0) { error = null; }
            path = this.pathPrefix + path;
            this.toLoad++;
            AssetManager.downloadText(path, function (data) {
                _this.assets[path] = data;
                if (success)
                    success(path, data);
                _this.toLoad--;
                _this.loaded++;
            }, function (state, responseText) {
                _this.errors[path] = "Couldn't load text " + path + ": status " + status + ", " + responseText;
                if (error)
                    error(path, "Couldn't load text " + path + ": status " + status + ", " + responseText);
                _this.toLoad--;
                _this.loaded++;
            });
        };
        AssetManager.prototype.loadTexture = function (path, success, error) {
            var _this = this;
            if (success === void 0) { success = null; }
            if (error === void 0) { error = null; }
            path = this.pathPrefix + path;
            this.toLoad++;
            var img = new Image();
            img.crossOrigin = "anonymous";
            img.onload = function (ev) {
                var texture = _this.textureLoader(img);
                _this.assets[path] = texture;
                _this.toLoad--;
                _this.loaded++;
                if (success)
                    success(path, img);
            };
            img.onerror = function (ev) {
                _this.errors[path] = "Couldn't load image " + path;
                _this.toLoad--;
                _this.loaded++;
                if (error)
                    error(path, "Couldn't load image " + path);
            };
            img.src = path;
        };
        AssetManager.prototype.loadTextureData = function (path, data, success, error) {
            var _this = this;
            if (success === void 0) { success = null; }
            if (error === void 0) { error = null; }
            path = this.pathPrefix + path;
            this.toLoad++;
            var img = new Image();
            img.onload = function (ev) {
                var texture = _this.textureLoader(img);
                _this.assets[path] = texture;
                _this.toLoad--;
                _this.loaded++;
                if (success)
                    success(path, img);
            };
            img.onerror = function (ev) {
                _this.errors[path] = "Couldn't load image " + path;
                _this.toLoad--;
                _this.loaded++;
                if (error)
                    error(path, "Couldn't load image " + path);
            };
            img.src = data;
        };
        AssetManager.prototype.loadTextureAtlas = function (path, success, error) {
            var _this = this;
            if (success === void 0) { success = null; }
            if (error === void 0) { error = null; }
            var parent = path.lastIndexOf("/") >= 0 ? path.substring(0, path.lastIndexOf("/")) : "";
            path = this.pathPrefix + path;
            this.toLoad++;
            AssetManager.downloadText(path, function (atlasData) {
                var pagesLoaded = { count: 0 };
                var atlasPages = new Array();
                try {
                    var atlas = new spine.TextureAtlas(atlasData, function (path) {
                        atlasPages.push(parent + "/" + path);
                        var image = document.createElement("img");
                        image.width = 16;
                        image.height = 16;
                        return new spine.FakeTexture(image);
                    });
                }
                catch (e) {
                    var ex = e;
                    _this.errors[path] = "Couldn't load texture atlas " + path + ": " + ex.message;
                    if (error)
                        error(path, "Couldn't load texture atlas " + path + ": " + ex.message);
                    _this.toLoad--;
                    _this.loaded++;
                    return;
                }
                var _loop_1 = function (atlasPage) {
                    var pageLoadError = false;
                    _this.loadTexture(atlasPage, function (imagePath, image) {
                        pagesLoaded.count++;
                        if (pagesLoaded.count == atlasPages.length) {
                            if (!pageLoadError) {
                                try {
                                    var atlas = new spine.TextureAtlas(atlasData, function (path) {
                                        return _this.get(parent + "/" + path);
                                    });
                                    _this.assets[path] = atlas;
                                    if (success)
                                        success(path, atlas);
                                    _this.toLoad--;
                                    _this.loaded++;
                                }
                                catch (e) {
                                    var ex = e;
                                    _this.errors[path] = "Couldn't load texture atlas " + path + ": " + ex.message;
                                    if (error)
                                        error(path, "Couldn't load texture atlas " + path + ": " + ex.message);
                                    _this.toLoad--;
                                    _this.loaded++;
                                }
                            }
                            else {
                                _this.errors[path] = "Couldn't load texture atlas page " + imagePath + "} of atlas " + path;
                                if (error)
                                    error(path, "Couldn't load texture atlas page " + imagePath + " of atlas " + path);
                                _this.toLoad--;
                                _this.loaded++;
                            }
                        }
                    }, function (imagePath, errorMessage) {
                        pageLoadError = true;
                        pagesLoaded.count++;
                        if (pagesLoaded.count == atlasPages.length) {
                            _this.errors[path] = "Couldn't load texture atlas page " + imagePath + "} of atlas " + path;
                            if (error)
                                error(path, "Couldn't load texture atlas page " + imagePath + " of atlas " + path);
                            _this.toLoad--;
                            _this.loaded++;
                        }
                    });
                };
                for (var _i = 0, atlasPages_1 = atlasPages; _i < atlasPages_1.length; _i++) {
                    var atlasPage = atlasPages_1[_i];
                    _loop_1(atlasPage);
                }
            }, function (state, responseText) {
                _this.errors[path] = "Couldn't load texture atlas " + path + ": status " + status + ", " + responseText;
                if (error)
                    error(path, "Couldn't load texture atlas " + path + ": status " + status + ", " + responseText);
                _this.toLoad--;
                _this.loaded++;
            });
        };
        AssetManager.prototype.get = function (path) {
            path = this.pathPrefix + path;
            return this.assets[path];
        };
        AssetManager.prototype.remove = function (path) {
            path = this.pathPrefix + path;
            var asset = this.assets[path];
            if (asset.dispose)
                asset.dispose();
            this.assets[path] = null;
        };
        AssetManager.prototype.removeAll = function () {
            for (var key in this.assets) {
                var asset = this.assets[key];
                if (asset.dispose)
                    asset.dispose();
            }
            this.assets = {};
        };
        AssetManager.prototype.isLoadingComplete = function () {
            return this.toLoad == 0;
        };
        AssetManager.prototype.getToLoad = function () {
            return this.toLoad;
        };
        AssetManager.prototype.getLoaded = function () {
            return this.loaded;
        };
        AssetManager.prototype.dispose = function () {
            this.removeAll();
        };
        AssetManager.prototype.hasErrors = function () {
            return Object.keys(this.errors).length > 0;
        };
        AssetManager.prototype.getErrors = function () {
            return this.errors;
        };
        return AssetManager;
    }());
    spine.AssetManager = AssetManager;
})(spine || (spine = {}));
var spine;
(function (spine) {
    var AtlasAttachmentLoader = (function () {
        function AtlasAttachmentLoader(atlas) {
            this.atlas = atlas;
        }
        AtlasAttachmentLoader.prototype.newRegionAttachment = function (skin, name, path) {
            var region = this.atlas.findRegion(path);
            if (region == null)
                throw new Error("Region not found in atlas: " + path + " (region attachment: " + name + ")");
            region.renderObject = region;
            var attachment = new spine.RegionAttachment(name);
            attachment.setRegion(region);
            return attachment;
        };
        AtlasAttachmentLoader.prototype.newMeshAttachment = function (skin, name, path) {
            var region = this.atlas.findRegion(path);
            if (region == null)
                throw new Error("Region not found in atlas: " + path + " (mesh attachment: " + name + ")");
            region.renderObject = region;
            var attachment = new spine.MeshAttachment(name);
            attachment.region = region;
            return attachment;
        };
        AtlasAttachmentLoader.prototype.newBoundingBoxAttachment = function (skin, name) {
            return new spine.BoundingBoxAttachment(name);
        };
        AtlasAttachmentLoader.prototype.newPathAttachment = function (skin, name) {
            return new spine.PathAttachment(name);
        };
        AtlasAttachmentLoader.prototype.newPointAttachment = function (skin, name) {
            return new spine.PointAttachment(name);
        };
        AtlasAttachmentLoader.prototype.newClippingAttachment = function (skin, name) {
            return new spine.ClippingAttachment(name);
        };
        return AtlasAttachmentLoader;
    }());
    spine.AtlasAttachmentLoader = AtlasAttachmentLoader;
})(spine || (spine = {}));
var spine;
(function (spine) {
    var BlendMode;
    (function (BlendMode) {
        BlendMode[BlendMode["Normal"] = 0] = "Normal";
        BlendMode[BlendMode["Additive"] = 1] = "Additive";
        BlendMode[BlendMode["Multiply"] = 2] = "Multiply";
        BlendMode[BlendMode["Screen"] = 3] = "Screen";
    })(BlendMode = spine.BlendMode || (spine.BlendMode = {}));
})(spine || (spine = {}));
var spine;
(function (spine) {
    var Bone = (function () {
        function Bone(data, skeleton, parent) {
            this.children = new Array();
            this.x = 0;
            this.y = 0;
            this.rotation = 0;
            this.scaleX = 0;
            this.scaleY = 0;
            this.shearX = 0;
            this.shearY = 0;
            this.ax = 0;
            this.ay = 0;
            this.arotation = 0;
            this.ascaleX = 0;
            this.ascaleY = 0;
            this.ashearX = 0;
            this.ashearY = 0;
            this.appliedValid = false;
            this.a = 0;
            this.b = 0;
            this.c = 0;
            this.d = 0;
            this.worldY = 0;
            this.worldX = 0;
            this.sorted = false;
            this.active = false;
            if (data == null)
                throw new Error("data cannot be null.");
            if (skeleton == null)
                throw new Error("skeleton cannot be null.");
            this.data = data;
            this.skeleton = skeleton;
            this.parent = parent;
            this.setToSetupPose();
        }
        Bone.prototype.isActive = function () {
            return this.active;
        };
        Bone.prototype.update = function () {
            this.updateWorldTransformWith(this.x, this.y, this.rotation, this.scaleX, this.scaleY, this.shearX, this.shearY);
        };
        Bone.prototype.updateWorldTransform = function () {
            this.updateWorldTransformWith(this.x, this.y, this.rotation, this.scaleX, this.scaleY, this.shearX, this.shearY);
        };
        Bone.prototype.updateWorldTransformWith = function (x, y, rotation, scaleX, scaleY, shearX, shearY) {
            this.ax = x;
            this.ay = y;
            this.arotation = rotation;
            this.ascaleX = scaleX;
            this.ascaleY = scaleY;
            this.ashearX = shearX;
            this.ashearY = shearY;
            this.appliedValid = true;
            var parent = this.parent;
            if (parent == null) {
                var skeleton = this.skeleton;
                var rotationY = rotation + 90 + shearY;
                var sx = skeleton.scaleX;
                var sy = skeleton.scaleY;
                this.a = spine.MathUtils.cosDeg(rotation + shearX) * scaleX * sx;
                this.b = spine.MathUtils.cosDeg(rotationY) * scaleY * sx;
                this.c = spine.MathUtils.sinDeg(rotation + shearX) * scaleX * sy;
                this.d = spine.MathUtils.sinDeg(rotationY) * scaleY * sy;
                this.worldX = x * sx + skeleton.x;
                this.worldY = y * sy + skeleton.y;
                return;
            }
            var pa = parent.a, pb = parent.b, pc = parent.c, pd = parent.d;
            this.worldX = pa * x + pb * y + parent.worldX;
            this.worldY = pc * x + pd * y + parent.worldY;
            switch (this.data.transformMode) {
                case spine.TransformMode.Normal: {
                    var rotationY = rotation + 90 + shearY;
                    var la = spine.MathUtils.cosDeg(rotation + shearX) * scaleX;
                    var lb = spine.MathUtils.cosDeg(rotationY) * scaleY;
                    var lc = spine.MathUtils.sinDeg(rotation + shearX) * scaleX;
                    var ld = spine.MathUtils.sinDeg(rotationY) * scaleY;
                    this.a = pa * la + pb * lc;
                    this.b = pa * lb + pb * ld;
                    this.c = pc * la + pd * lc;
                    this.d = pc * lb + pd * ld;
                    return;
                }
                case spine.TransformMode.OnlyTranslation: {
                    var rotationY = rotation + 90 + shearY;
                    this.a = spine.MathUtils.cosDeg(rotation + shearX) * scaleX;
                    this.b = spine.MathUtils.cosDeg(rotationY) * scaleY;
                    this.c = spine.MathUtils.sinDeg(rotation + shearX) * scaleX;
                    this.d = spine.MathUtils.sinDeg(rotationY) * scaleY;
                    break;
                }
                case spine.TransformMode.NoRotationOrReflection: {
                    var s = pa * pa + pc * pc;
                    var prx = 0;
                    if (s > 0.0001) {
                        s = Math.abs(pa * pd - pb * pc) / s;
                        pb = pc * s;
                        pd = pa * s;
                        prx = Math.atan2(pc, pa) * spine.MathUtils.radDeg;
                    }
                    else {
                        pa = 0;
                        pc = 0;
                        prx = 90 - Math.atan2(pd, pb) * spine.MathUtils.radDeg;
                    }
                    var rx = rotation + shearX - prx;
                    var ry = rotation + shearY - prx + 90;
                    var la = spine.MathUtils.cosDeg(rx) * scaleX;
                    var lb = spine.MathUtils.cosDeg(ry) * scaleY;
                    var lc = spine.MathUtils.sinDeg(rx) * scaleX;
                    var ld = spine.MathUtils.sinDeg(ry) * scaleY;
                    this.a = pa * la - pb * lc;
                    this.b = pa * lb - pb * ld;
                    this.c = pc * la + pd * lc;
                    this.d = pc * lb + pd * ld;
                    break;
                }
                case spine.TransformMode.NoScale:
                case spine.TransformMode.NoScaleOrReflection: {
                    var cos = spine.MathUtils.cosDeg(rotation);
                    var sin = spine.MathUtils.sinDeg(rotation);
                    var za = (pa * cos + pb * sin) / this.skeleton.scaleX;
                    var zc = (pc * cos + pd * sin) / this.skeleton.scaleY;
                    var s = Math.sqrt(za * za + zc * zc);
                    if (s > 0.00001)
                        s = 1 / s;
                    za *= s;
                    zc *= s;
                    s = Math.sqrt(za * za + zc * zc);
                    if (this.data.transformMode == spine.TransformMode.NoScale
                        && (pa * pd - pb * pc < 0) != (this.skeleton.scaleX < 0 != this.skeleton.scaleY < 0))
                        s = -s;
                    var r = Math.PI / 2 + Math.atan2(zc, za);
                    var zb = Math.cos(r) * s;
                    var zd = Math.sin(r) * s;
                    var la = spine.MathUtils.cosDeg(shearX) * scaleX;
                    var lb = spine.MathUtils.cosDeg(90 + shearY) * scaleY;
                    var lc = spine.MathUtils.sinDeg(shearX) * scaleX;
                    var ld = spine.MathUtils.sinDeg(90 + shearY) * scaleY;
                    this.a = za * la + zb * lc;
                    this.b = za * lb + zb * ld;
                    this.c = zc * la + zd * lc;
                    this.d = zc * lb + zd * ld;
                    break;
                }
            }
            this.a *= this.skeleton.scaleX;
            this.b *= this.skeleton.scaleX;
            this.c *= this.skeleton.scaleY;
            this.d *= this.skeleton.scaleY;
        };
        Bone.prototype.setToSetupPose = function () {
            var data = this.data;
            this.x = data.x;
            this.y = data.y;
            this.rotation = data.rotation;
            this.scaleX = data.scaleX;
            this.scaleY = data.scaleY;
            this.shearX = data.shearX;
            this.shearY = data.shearY;
        };
        Bone.prototype.getWorldRotationX = function () {
            return Math.atan2(this.c, this.a) * spine.MathUtils.radDeg;
        };
        Bone.prototype.getWorldRotationY = function () {
            return Math.atan2(this.d, this.b) * spine.MathUtils.radDeg;
        };
        Bone.prototype.getWorldScaleX = function () {
            return Math.sqrt(this.a * this.a + this.c * this.c);
        };
        Bone.prototype.getWorldScaleY = function () {
            return Math.sqrt(this.b * this.b + this.d * this.d);
        };
        Bone.prototype.updateAppliedTransform = function () {
            this.appliedValid = true;
            var parent = this.parent;
            if (parent == null) {
                this.ax = this.worldX;
                this.ay = this.worldY;
                this.arotation = Math.atan2(this.c, this.a) * spine.MathUtils.radDeg;
                this.ascaleX = Math.sqrt(this.a * this.a + this.c * this.c);
                this.ascaleY = Math.sqrt(this.b * this.b + this.d * this.d);
                this.ashearX = 0;
                this.ashearY = Math.atan2(this.a * this.b + this.c * this.d, this.a * this.d - this.b * this.c) * spine.MathUtils.radDeg;
                return;
            }
            var pa = parent.a, pb = parent.b, pc = parent.c, pd = parent.d;
            var pid = 1 / (pa * pd - pb * pc);
            var dx = this.worldX - parent.worldX, dy = this.worldY - parent.worldY;
            this.ax = (dx * pd * pid - dy * pb * pid);
            this.ay = (dy * pa * pid - dx * pc * pid);
            var ia = pid * pd;
            var id = pid * pa;
            var ib = pid * pb;
            var ic = pid * pc;
            var ra = ia * this.a - ib * this.c;
            var rb = ia * this.b - ib * this.d;
            var rc = id * this.c - ic * this.a;
            var rd = id * this.d - ic * this.b;
            this.ashearX = 0;
            this.ascaleX = Math.sqrt(ra * ra + rc * rc);
            if (this.ascaleX > 0.0001) {
                var det = ra * rd - rb * rc;
                this.ascaleY = det / this.ascaleX;
                this.ashearY = Math.atan2(ra * rb + rc * rd, det) * spine.MathUtils.radDeg;
                this.arotation = Math.atan2(rc, ra) * spine.MathUtils.radDeg;
            }
            else {
                this.ascaleX = 0;
                this.ascaleY = Math.sqrt(rb * rb + rd * rd);
                this.ashearY = 0;
                this.arotation = 90 - Math.atan2(rd, rb) * spine.MathUtils.radDeg;
            }
        };
        Bone.prototype.worldToLocal = function (world) {
            var a = this.a, b = this.b, c = this.c, d = this.d;
            var invDet = 1 / (a * d - b * c);
            var x = world.x - this.worldX, y = world.y - this.worldY;
            world.x = (x * d * invDet - y * b * invDet);
            world.y = (y * a * invDet - x * c * invDet);
            return world;
        };
        Bone.prototype.localToWorld = function (local) {
            var x = local.x, y = local.y;
            local.x = x * this.a + y * this.b + this.worldX;
            local.y = x * this.c + y * this.d + this.worldY;
            return local;
        };
        Bone.prototype.worldToLocalRotation = function (worldRotation) {
            var sin = spine.MathUtils.sinDeg(worldRotation), cos = spine.MathUtils.cosDeg(worldRotation);
            return Math.atan2(this.a * sin - this.c * cos, this.d * cos - this.b * sin) * spine.MathUtils.radDeg + this.rotation - this.shearX;
        };
        Bone.prototype.localToWorldRotation = function (localRotation) {
            localRotation -= this.rotation - this.shearX;
            var sin = spine.MathUtils.sinDeg(localRotation), cos = spine.MathUtils.cosDeg(localRotation);
            return Math.atan2(cos * this.c + sin * this.d, cos * this.a + sin * this.b) * spine.MathUtils.radDeg;
        };
        Bone.prototype.rotateWorld = function (degrees) {
            var a = this.a, b = this.b, c = this.c, d = this.d;
            var cos = spine.MathUtils.cosDeg(degrees), sin = spine.MathUtils.sinDeg(degrees);
            this.a = cos * a - sin * c;
            this.b = cos * b - sin * d;
            this.c = sin * a + cos * c;
            this.d = sin * b + cos * d;
            this.appliedValid = false;
        };
        return Bone;
    }());
    spine.Bone = Bone;
})(spine || (spine = {}));
var spine;
(function (spine) {
    var BoneData = (function () {
        function BoneData(index, name, parent) {
            this.x = 0;
            this.y = 0;
            this.rotation = 0;
            this.scaleX = 1;
            this.scaleY = 1;
            this.shearX = 0;
            this.shearY = 0;
            this.transformMode = TransformMode.Normal;
            this.skinRequired = false;
            this.color = new spine.Color();
            if (index < 0)
                throw new Error("index must be >= 0.");
            if (name == null)
                throw new Error("name cannot be null.");
            this.index = index;
            this.name = name;
            this.parent = parent;
        }
        return BoneData;
    }());
    spine.BoneData = BoneData;
    var TransformMode;
    (function (TransformMode) {
        TransformMode[TransformMode["Normal"] = 0] = "Normal";
        TransformMode[TransformMode["OnlyTranslation"] = 1] = "OnlyTranslation";
        TransformMode[TransformMode["NoRotationOrReflection"] = 2] = "NoRotationOrReflection";
        TransformMode[TransformMode["NoScale"] = 3] = "NoScale";
        TransformMode[TransformMode["NoScaleOrReflection"] = 4] = "NoScaleOrReflection";
    })(TransformMode = spine.TransformMode || (spine.TransformMode = {}));
})(spine || (spine = {}));
var spine;
(function (spine) {
    var ConstraintData = (function () {
        function ConstraintData(name, order, skinRequired) {
            this.name = name;
            this.order = order;
            this.skinRequired = skinRequired;
        }
        return ConstraintData;
    }());
    spine.ConstraintData = ConstraintData;
})(spine || (spine = {}));
var spine;
(function (spine) {
    var Event = (function () {
        function Event(time, data) {
            if (data == null)
                throw new Error("data cannot be null.");
            this.time = time;
            this.data = data;
        }
        return Event;
    }());
    spine.Event = Event;
})(spine || (spine = {}));
var spine;
(function (spine) {
    var EventData = (function () {
        function EventData(name) {
            this.name = name;
        }
        return EventData;
    }());
    spine.EventData = EventData;
})(spine || (spine = {}));
var spine;
(function (spine) {
    var IkConstraint = (function () {
        function IkConstraint(data, skeleton) {
            this.bendDirection = 0;
            this.compress = false;
            this.stretch = false;
            this.mix = 1;
            this.softness = 0;
            this.active = false;
            if (data == null)
                throw new Error("data cannot be null.");
            if (skeleton == null)
                throw new Error("skeleton cannot be null.");
            this.data = data;
            this.mix = data.mix;
            this.softness = data.softness;
            this.bendDirection = data.bendDirection;
            this.compress = data.compress;
            this.stretch = data.stretch;
            this.bones = new Array();
            for (var i = 0; i < data.bones.length; i++)
                this.bones.push(skeleton.findBone(data.bones[i].name));
            this.target = skeleton.findBone(data.target.name);
        }
        IkConstraint.prototype.isActive = function () {
            return this.active;
        };
        IkConstraint.prototype.apply = function () {
            this.update();
        };
        IkConstraint.prototype.update = function () {
            var target = this.target;
            var bones = this.bones;
            switch (bones.length) {
                case 1:
                    this.apply1(bones[0], target.worldX, target.worldY, this.compress, this.stretch, this.data.uniform, this.mix);
                    break;
                case 2:
                    this.apply2(bones[0], bones[1], target.worldX, target.worldY, this.bendDirection, this.stretch, this.softness, this.mix);
                    break;
            }
        };
        IkConstraint.prototype.apply1 = function (bone, targetX, targetY, compress, stretch, uniform, alpha) {
            if (!bone.appliedValid)
                bone.updateAppliedTransform();
            var p = bone.parent;
            var id = 1 / (p.a * p.d - p.b * p.c);
            var x = targetX - p.worldX, y = targetY - p.worldY;
            var tx = (x * p.d - y * p.b) * id - bone.ax, ty = (y * p.a - x * p.c) * id - bone.ay;
            var rotationIK = Math.atan2(ty, tx) * spine.MathUtils.radDeg - bone.ashearX - bone.arotation;
            if (bone.ascaleX < 0)
                rotationIK += 180;
            if (rotationIK > 180)
                rotationIK -= 360;
            else if (rotationIK < -180)
                rotationIK += 360;
            var sx = bone.ascaleX, sy = bone.ascaleY;
            if (compress || stretch) {
                var b = bone.data.length * sx, dd = Math.sqrt(tx * tx + ty * ty);
                if ((compress && dd < b) || (stretch && dd > b) && b > 0.0001) {
                    var s = (dd / b - 1) * alpha + 1;
                    sx *= s;
                    if (uniform)
                        sy *= s;
                }
            }
            bone.updateWorldTransformWith(bone.ax, bone.ay, bone.arotation + rotationIK * alpha, sx, sy, bone.ashearX, bone.ashearY);
        };
        IkConstraint.prototype.apply2 = function (parent, child, targetX, targetY, bendDir, stretch, softness, alpha) {
            if (alpha == 0) {
                child.updateWorldTransform();
                return;
            }
            if (!parent.appliedValid)
                parent.updateAppliedTransform();
            if (!child.appliedValid)
                child.updateAppliedTransform();
            var px = parent.ax, py = parent.ay, psx = parent.ascaleX, sx = psx, psy = parent.ascaleY, csx = child.ascaleX;
            var os1 = 0, os2 = 0, s2 = 0;
            if (psx < 0) {
                psx = -psx;
                os1 = 180;
                s2 = -1;
            }
            else {
                os1 = 0;
                s2 = 1;
            }
            if (psy < 0) {
                psy = -psy;
                s2 = -s2;
            }
            if (csx < 0) {
                csx = -csx;
                os2 = 180;
            }
            else
                os2 = 0;
            var cx = child.ax, cy = 0, cwx = 0, cwy = 0, a = parent.a, b = parent.b, c = parent.c, d = parent.d;
            var u = Math.abs(psx - psy) <= 0.0001;
            if (!u) {
                cy = 0;
                cwx = a * cx + parent.worldX;
                cwy = c * cx + parent.worldY;
            }
            else {
                cy = child.ay;
                cwx = a * cx + b * cy + parent.worldX;
                cwy = c * cx + d * cy + parent.worldY;
            }
            var pp = parent.parent;
            a = pp.a;
            b = pp.b;
            c = pp.c;
            d = pp.d;
            var id = 1 / (a * d - b * c), x = cwx - pp.worldX, y = cwy - pp.worldY;
            var dx = (x * d - y * b) * id - px, dy = (y * a - x * c) * id - py;
            var l1 = Math.sqrt(dx * dx + dy * dy), l2 = child.data.length * csx, a1, a2;
            if (l1 < 0.0001) {
                this.apply1(parent, targetX, targetY, false, stretch, false, alpha);
                child.updateWorldTransformWith(cx, cy, 0, child.ascaleX, child.ascaleY, child.ashearX, child.ashearY);
                return;
            }
            x = targetX - pp.worldX;
            y = targetY - pp.worldY;
            var tx = (x * d - y * b) * id - px, ty = (y * a - x * c) * id - py;
            var dd = tx * tx + ty * ty;
            if (softness != 0) {
                softness *= psx * (csx + 1) / 2;
                var td = Math.sqrt(dd), sd = td - l1 - l2 * psx + softness;
                if (sd > 0) {
                    var p = Math.min(1, sd / (softness * 2)) - 1;
                    p = (sd - softness * (1 - p * p)) / td;
                    tx -= p * tx;
                    ty -= p * ty;
                    dd = tx * tx + ty * ty;
                }
            }
            outer: if (u) {
                l2 *= psx;
                var cos = (dd - l1 * l1 - l2 * l2) / (2 * l1 * l2);
                if (cos < -1)
                    cos = -1;
                else if (cos > 1) {
                    cos = 1;
                    if (stretch)
                        sx *= (Math.sqrt(dd) / (l1 + l2) - 1) * alpha + 1;
                }
                a2 = Math.acos(cos) * bendDir;
                a = l1 + l2 * cos;
                b = l2 * Math.sin(a2);
                a1 = Math.atan2(ty * a - tx * b, tx * a + ty * b);
            }
            else {
                a = psx * l2;
                b = psy * l2;
                var aa = a * a, bb = b * b, ta = Math.atan2(ty, tx);
                c = bb * l1 * l1 + aa * dd - aa * bb;
                var c1 = -2 * bb * l1, c2 = bb - aa;
                d = c1 * c1 - 4 * c2 * c;
                if (d >= 0) {
                    var q = Math.sqrt(d);
                    if (c1 < 0)
                        q = -q;
                    q = -(c1 + q) / 2;
                    var r0 = q / c2, r1 = c / q;
                    var r = Math.abs(r0) < Math.abs(r1) ? r0 : r1;
                    if (r * r <= dd) {
                        y = Math.sqrt(dd - r * r) * bendDir;
                        a1 = ta - Math.atan2(y, r);
                        a2 = Math.atan2(y / psy, (r - l1) / psx);
                        break outer;
                    }
                }
                var minAngle = spine.MathUtils.PI, minX = l1 - a, minDist = minX * minX, minY = 0;
                var maxAngle = 0, maxX = l1 + a, maxDist = maxX * maxX, maxY = 0;
                c = -a * l1 / (aa - bb);
                if (c >= -1 && c <= 1) {
                    c = Math.acos(c);
                    x = a * Math.cos(c) + l1;
                    y = b * Math.sin(c);
                    d = x * x + y * y;
                    if (d < minDist) {
                        minAngle = c;
                        minDist = d;
                        minX = x;
                        minY = y;
                    }
                    if (d > maxDist) {
                        maxAngle = c;
                        maxDist = d;
                        maxX = x;
                        maxY = y;
                    }
                }
                if (dd <= (minDist + maxDist) / 2) {
                    a1 = ta - Math.atan2(minY * bendDir, minX);
                    a2 = minAngle * bendDir;
                }
                else {
                    a1 = ta - Math.atan2(maxY * bendDir, maxX);
                    a2 = maxAngle * bendDir;
                }
            }
            var os = Math.atan2(cy, cx) * s2;
            var rotation = parent.arotation;
            a1 = (a1 - os) * spine.MathUtils.radDeg + os1 - rotation;
            if (a1 > 180)
                a1 -= 360;
            else if (a1 < -180)
                a1 += 360;
            parent.updateWorldTransformWith(px, py, rotation + a1 * alpha, sx, parent.ascaleY, 0, 0);
            rotation = child.arotation;
            a2 = ((a2 + os) * spine.MathUtils.radDeg - child.ashearX) * s2 + os2 - rotation;
            if (a2 > 180)
                a2 -= 360;
            else if (a2 < -180)
                a2 += 360;
            child.updateWorldTransformWith(cx, cy, rotation + a2 * alpha, child.ascaleX, child.ascaleY, child.ashearX, child.ashearY);
        };
        return IkConstraint;
    }());
    spine.IkConstraint = IkConstraint;
})(spine || (spine = {}));
var spine;
(function (spine) {
    var IkConstraintData = (function (_super) {
        __extends(IkConstraintData, _super);
        function IkConstraintData(name) {
            var _this = _super.call(this, name, 0, false) || this;
            _this.bones = new Array();
            _this.bendDirection = 1;
            _this.compress = false;
            _this.stretch = false;
            _this.uniform = false;
            _this.mix = 1;
            _this.softness = 0;
            return _this;
        }
        return IkConstraintData;
    }(spine.ConstraintData));
    spine.IkConstraintData = IkConstraintData;
})(spine || (spine = {}));
var spine;
(function (spine) {
    var PathConstraint = (function () {
        function PathConstraint(data, skeleton) {
            this.position = 0;
            this.spacing = 0;
            this.rotateMix = 0;
            this.translateMix = 0;
            this.spaces = new Array();
            this.positions = new Array();
            this.world = new Array();
            this.curves = new Array();
            this.lengths = new Array();
            this.segments = new Array();
            this.active = false;
            if (data == null)
                throw new Error("data cannot be null.");
            if (skeleton == null)
                throw new Error("skeleton cannot be null.");
            this.data = data;
            this.bones = new Array();
            for (var i = 0, n = data.bones.length; i < n; i++)
                this.bones.push(skeleton.findBone(data.bones[i].name));
            this.target = skeleton.findSlot(data.target.name);
            this.position = data.position;
            this.spacing = data.spacing;
            this.rotateMix = data.rotateMix;
            this.translateMix = data.translateMix;
        }
        PathConstraint.prototype.isActive = function () {
            return this.active;
        };
        PathConstraint.prototype.apply = function () {
            this.update();
        };
        PathConstraint.prototype.update = function () {
            var attachment = this.target.getAttachment();
            if (!(attachment instanceof spine.PathAttachment))
                return;
            var rotateMix = this.rotateMix, translateMix = this.translateMix;
            var translate = translateMix > 0, rotate = rotateMix > 0;
            if (!translate && !rotate)
                return;
            var data = this.data;
            var percentSpacing = data.spacingMode == spine.SpacingMode.Percent;
            var rotateMode = data.rotateMode;
            var tangents = rotateMode == spine.RotateMode.Tangent, scale = rotateMode == spine.RotateMode.ChainScale;
            var boneCount = this.bones.length, spacesCount = tangents ? boneCount : boneCount + 1;
            var bones = this.bones;
            var spaces = spine.Utils.setArraySize(this.spaces, spacesCount), lengths = null;
            var spacing = this.spacing;
            if (scale || !percentSpacing) {
                if (scale)
                    lengths = spine.Utils.setArraySize(this.lengths, boneCount);
                var lengthSpacing = data.spacingMode == spine.SpacingMode.Length;
                for (var i = 0, n = spacesCount - 1; i < n;) {
                    var bone = bones[i];
                    var setupLength = bone.data.length;
                    if (setupLength < PathConstraint.epsilon) {
                        if (scale)
                            lengths[i] = 0;
                        spaces[++i] = 0;
                    }
                    else if (percentSpacing) {
                        if (scale) {
                            var x = setupLength * bone.a, y = setupLength * bone.c;
                            var length_1 = Math.sqrt(x * x + y * y);
                            lengths[i] = length_1;
                        }
                        spaces[++i] = spacing;
                    }
                    else {
                        var x = setupLength * bone.a, y = setupLength * bone.c;
                        var length_2 = Math.sqrt(x * x + y * y);
                        if (scale)
                            lengths[i] = length_2;
                        spaces[++i] = (lengthSpacing ? setupLength + spacing : spacing) * length_2 / setupLength;
                    }
                }
            }
            else {
                for (var i = 1; i < spacesCount; i++)
                    spaces[i] = spacing;
            }
            var positions = this.computeWorldPositions(attachment, spacesCount, tangents, data.positionMode == spine.PositionMode.Percent, percentSpacing);
            var boneX = positions[0], boneY = positions[1], offsetRotation = data.offsetRotation;
            var tip = false;
            if (offsetRotation == 0)
                tip = rotateMode == spine.RotateMode.Chain;
            else {
                tip = false;
                var p = this.target.bone;
                offsetRotation *= p.a * p.d - p.b * p.c > 0 ? spine.MathUtils.degRad : -spine.MathUtils.degRad;
            }
            for (var i = 0, p = 3; i < boneCount; i++, p += 3) {
                var bone = bones[i];
                bone.worldX += (boneX - bone.worldX) * translateMix;
                bone.worldY += (boneY - bone.worldY) * translateMix;
                var x = positions[p], y = positions[p + 1], dx = x - boneX, dy = y - boneY;
                if (scale) {
                    var length_3 = lengths[i];
                    if (length_3 != 0) {
                        var s = (Math.sqrt(dx * dx + dy * dy) / length_3 - 1) * rotateMix + 1;
                        bone.a *= s;
                        bone.c *= s;
                    }
                }
                boneX = x;
                boneY = y;
                if (rotate) {
                    var a = bone.a, b = bone.b, c = bone.c, d = bone.d, r = 0, cos = 0, sin = 0;
                    if (tangents)
                        r = positions[p - 1];
                    else if (spaces[i + 1] == 0)
                        r = positions[p + 2];
                    else
                        r = Math.atan2(dy, dx);
                    r -= Math.atan2(c, a);
                    if (tip) {
                        cos = Math.cos(r);
                        sin = Math.sin(r);
                        var length_4 = bone.data.length;
                        boneX += (length_4 * (cos * a - sin * c) - dx) * rotateMix;
                        boneY += (length_4 * (sin * a + cos * c) - dy) * rotateMix;
                    }
                    else {
                        r += offsetRotation;
                    }
                    if (r > spine.MathUtils.PI)
                        r -= spine.MathUtils.PI2;
                    else if (r < -spine.MathUtils.PI)
                        r += spine.MathUtils.PI2;
                    r *= rotateMix;
                    cos = Math.cos(r);
                    sin = Math.sin(r);
                    bone.a = cos * a - sin * c;
                    bone.b = cos * b - sin * d;
                    bone.c = sin * a + cos * c;
                    bone.d = sin * b + cos * d;
                }
                bone.appliedValid = false;
            }
        };
        PathConstraint.prototype.computeWorldPositions = function (path, spacesCount, tangents, percentPosition, percentSpacing) {
            var target = this.target;
            var position = this.position;
            var spaces = this.spaces, out = spine.Utils.setArraySize(this.positions, spacesCount * 3 + 2), world = null;
            var closed = path.closed;
            var verticesLength = path.worldVerticesLength, curveCount = verticesLength / 6, prevCurve = PathConstraint.NONE;
            if (!path.constantSpeed) {
                var lengths = path.lengths;
                curveCount -= closed ? 1 : 2;
                var pathLength_1 = lengths[curveCount];
                if (percentPosition)
                    position *= pathLength_1;
                if (percentSpacing) {
                    for (var i = 1; i < spacesCount; i++)
                        spaces[i] *= pathLength_1;
                }
                world = spine.Utils.setArraySize(this.world, 8);
                for (var i = 0, o = 0, curve = 0; i < spacesCount; i++, o += 3) {
                    var space = spaces[i];
                    position += space;
                    var p = position;
                    if (closed) {
                        p %= pathLength_1;
                        if (p < 0)
                            p += pathLength_1;
                        curve = 0;
                    }
                    else if (p < 0) {
                        if (prevCurve != PathConstraint.BEFORE) {
                            prevCurve = PathConstraint.BEFORE;
                            path.computeWorldVertices(target, 2, 4, world, 0, 2);
                        }
                        this.addBeforePosition(p, world, 0, out, o);
                        continue;
                    }
                    else if (p > pathLength_1) {
                        if (prevCurve != PathConstraint.AFTER) {
                            prevCurve = PathConstraint.AFTER;
                            path.computeWorldVertices(target, verticesLength - 6, 4, world, 0, 2);
                        }
                        this.addAfterPosition(p - pathLength_1, world, 0, out, o);
                        continue;
                    }
                    for (;; curve++) {
                        var length_5 = lengths[curve];
                        if (p > length_5)
                            continue;
                        if (curve == 0)
                            p /= length_5;
                        else {
                            var prev = lengths[curve - 1];
                            p = (p - prev) / (length_5 - prev);
                        }
                        break;
                    }
                    if (curve != prevCurve) {
                        prevCurve = curve;
                        if (closed && curve == curveCount) {
                            path.computeWorldVertices(target, verticesLength - 4, 4, world, 0, 2);
                            path.computeWorldVertices(target, 0, 4, world, 4, 2);
                        }
                        else
                            path.computeWorldVertices(target, curve * 6 + 2, 8, world, 0, 2);
                    }
                    this.addCurvePosition(p, world[0], world[1], world[2], world[3], world[4], world[5], world[6], world[7], out, o, tangents || (i > 0 && space == 0));
                }
                return out;
            }
            if (closed) {
                verticesLength += 2;
                world = spine.Utils.setArraySize(this.world, verticesLength);
                path.computeWorldVertices(target, 2, verticesLength - 4, world, 0, 2);
                path.computeWorldVertices(target, 0, 2, world, verticesLength - 4, 2);
                world[verticesLength - 2] = world[0];
                world[verticesLength - 1] = world[1];
            }
            else {
                curveCount--;
                verticesLength -= 4;
                world = spine.Utils.setArraySize(this.world, verticesLength);
                path.computeWorldVertices(target, 2, verticesLength, world, 0, 2);
            }
            var curves = spine.Utils.setArraySize(this.curves, curveCount);
            var pathLength = 0;
            var x1 = world[0], y1 = world[1], cx1 = 0, cy1 = 0, cx2 = 0, cy2 = 0, x2 = 0, y2 = 0;
            var tmpx = 0, tmpy = 0, dddfx = 0, dddfy = 0, ddfx = 0, ddfy = 0, dfx = 0, dfy = 0;
            for (var i = 0, w = 2; i < curveCount; i++, w += 6) {
                cx1 = world[w];
                cy1 = world[w + 1];
                cx2 = world[w + 2];
                cy2 = world[w + 3];
                x2 = world[w + 4];
                y2 = world[w + 5];
                tmpx = (x1 - cx1 * 2 + cx2) * 0.1875;
                tmpy = (y1 - cy1 * 2 + cy2) * 0.1875;
                dddfx = ((cx1 - cx2) * 3 - x1 + x2) * 0.09375;
                dddfy = ((cy1 - cy2) * 3 - y1 + y2) * 0.09375;
                ddfx = tmpx * 2 + dddfx;
                ddfy = tmpy * 2 + dddfy;
                dfx = (cx1 - x1) * 0.75 + tmpx + dddfx * 0.16666667;
                dfy = (cy1 - y1) * 0.75 + tmpy + dddfy * 0.16666667;
                pathLength += Math.sqrt(dfx * dfx + dfy * dfy);
                dfx += ddfx;
                dfy += ddfy;
                ddfx += dddfx;
                ddfy += dddfy;
                pathLength += Math.sqrt(dfx * dfx + dfy * dfy);
                dfx += ddfx;
                dfy += ddfy;
                pathLength += Math.sqrt(dfx * dfx + dfy * dfy);
                dfx += ddfx + dddfx;
                dfy += ddfy + dddfy;
                pathLength += Math.sqrt(dfx * dfx + dfy * dfy);
                curves[i] = pathLength;
                x1 = x2;
                y1 = y2;
            }
            if (percentPosition)
                position *= pathLength;
            else
                position *= pathLength / path.lengths[curveCount - 1];
            if (percentSpacing) {
                for (var i = 1; i < spacesCount; i++)
                    spaces[i] *= pathLength;
            }
            var segments = this.segments;
            var curveLength = 0;
            for (var i = 0, o = 0, curve = 0, segment = 0; i < spacesCount; i++, o += 3) {
                var space = spaces[i];
                position += space;
                var p = position;
                if (closed) {
                    p %= pathLength;
                    if (p < 0)
                        p += pathLength;
                    curve = 0;
                }
                else if (p < 0) {
                    this.addBeforePosition(p, world, 0, out, o);
                    continue;
                }
                else if (p > pathLength) {
                    this.addAfterPosition(p - pathLength, world, verticesLength - 4, out, o);
                    continue;
                }
                for (;; curve++) {
                    var length_6 = curves[curve];
                    if (p > length_6)
                        continue;
                    if (curve == 0)
                        p /= length_6;
                    else {
                        var prev = curves[curve - 1];
                        p = (p - prev) / (length_6 - prev);
                    }
                    break;
                }
                if (curve != prevCurve) {
                    prevCurve = curve;
                    var ii = curve * 6;
                    x1 = world[ii];
                    y1 = world[ii + 1];
                    cx1 = world[ii + 2];
                    cy1 = world[ii + 3];
                    cx2 = world[ii + 4];
                    cy2 = world[ii + 5];
                    x2 = world[ii + 6];
                    y2 = world[ii + 7];
                    tmpx = (x1 - cx1 * 2 + cx2) * 0.03;
                    tmpy = (y1 - cy1 * 2 + cy2) * 0.03;
                    dddfx = ((cx1 - cx2) * 3 - x1 + x2) * 0.006;
                    dddfy = ((cy1 - cy2) * 3 - y1 + y2) * 0.006;
                    ddfx = tmpx * 2 + dddfx;
                    ddfy = tmpy * 2 + dddfy;
                    dfx = (cx1 - x1) * 0.3 + tmpx + dddfx * 0.16666667;
                    dfy = (cy1 - y1) * 0.3 + tmpy + dddfy * 0.16666667;
                    curveLength = Math.sqrt(dfx * dfx + dfy * dfy);
                    segments[0] = curveLength;
                    for (ii = 1; ii < 8; ii++) {
                        dfx += ddfx;
                        dfy += ddfy;
                        ddfx += dddfx;
                        ddfy += dddfy;
                        curveLength += Math.sqrt(dfx * dfx + dfy * dfy);
                        segments[ii] = curveLength;
                    }
                    dfx += ddfx;
                    dfy += ddfy;
                    curveLength += Math.sqrt(dfx * dfx + dfy * dfy);
                    segments[8] = curveLength;
                    dfx += ddfx + dddfx;
                    dfy += ddfy + dddfy;
                    curveLength += Math.sqrt(dfx * dfx + dfy * dfy);
                    segments[9] = curveLength;
                    segment = 0;
                }
                p *= curveLength;
                for (;; segment++) {
                    var length_7 = segments[segment];
                    if (p > length_7)
                        continue;
                    if (segment == 0)
                        p /= length_7;
                    else {
                        var prev = segments[segment - 1];
                        p = segment + (p - prev) / (length_7 - prev);
                    }
                    break;
                }
                this.addCurvePosition(p * 0.1, x1, y1, cx1, cy1, cx2, cy2, x2, y2, out, o, tangents || (i > 0 && space == 0));
            }
            return out;
        };
        PathConstraint.prototype.addBeforePosition = function (p, temp, i, out, o) {
            var x1 = temp[i], y1 = temp[i + 1], dx = temp[i + 2] - x1, dy = temp[i + 3] - y1, r = Math.atan2(dy, dx);
            out[o] = x1 + p * Math.cos(r);
            out[o + 1] = y1 + p * Math.sin(r);
            out[o + 2] = r;
        };
        PathConstraint.prototype.addAfterPosition = function (p, temp, i, out, o) {
            var x1 = temp[i + 2], y1 = temp[i + 3], dx = x1 - temp[i], dy = y1 - temp[i + 1], r = Math.atan2(dy, dx);
            out[o] = x1 + p * Math.cos(r);
            out[o + 1] = y1 + p * Math.sin(r);
            out[o + 2] = r;
        };
        PathConstraint.prototype.addCurvePosition = function (p, x1, y1, cx1, cy1, cx2, cy2, x2, y2, out, o, tangents) {
            if (p == 0 || isNaN(p)) {
                out[o] = x1;
                out[o + 1] = y1;
                out[o + 2] = Math.atan2(cy1 - y1, cx1 - x1);
                return;
            }
            var tt = p * p, ttt = tt * p, u = 1 - p, uu = u * u, uuu = uu * u;
            var ut = u * p, ut3 = ut * 3, uut3 = u * ut3, utt3 = ut3 * p;
            var x = x1 * uuu + cx1 * uut3 + cx2 * utt3 + x2 * ttt, y = y1 * uuu + cy1 * uut3 + cy2 * utt3 + y2 * ttt;
            out[o] = x;
            out[o + 1] = y;
            if (tangents) {
                if (p < 0.001)
                    out[o + 2] = Math.atan2(cy1 - y1, cx1 - x1);
                else
                    out[o + 2] = Math.atan2(y - (y1 * uu + cy1 * ut * 2 + cy2 * tt), x - (x1 * uu + cx1 * ut * 2 + cx2 * tt));
            }
        };
        PathConstraint.NONE = -1;
        PathConstraint.BEFORE = -2;
        PathConstraint.AFTER = -3;
        PathConstraint.epsilon = 0.00001;
        return PathConstraint;
    }());
    spine.PathConstraint = PathConstraint;
})(spine || (spine = {}));
var spine;
(function (spine) {
    var PathConstraintData = (function (_super) {
        __extends(PathConstraintData, _super);
        function PathConstraintData(name) {
            var _this = _super.call(this, name, 0, false) || this;
            _this.bones = new Array();
            return _this;
        }
        return PathConstraintData;
    }(spine.ConstraintData));
    spine.PathConstraintData = PathConstraintData;
    var PositionMode;
    (function (PositionMode) {
        PositionMode[PositionMode["Fixed"] = 0] = "Fixed";
        PositionMode[PositionMode["Percent"] = 1] = "Percent";
    })(PositionMode = spine.PositionMode || (spine.PositionMode = {}));
    var SpacingMode;
    (function (SpacingMode) {
        SpacingMode[SpacingMode["Length"] = 0] = "Length";
        SpacingMode[SpacingMode["Fixed"] = 1] = "Fixed";
        SpacingMode[SpacingMode["Percent"] = 2] = "Percent";
    })(SpacingMode = spine.SpacingMode || (spine.SpacingMode = {}));
    var RotateMode;
    (function (RotateMode) {
        RotateMode[RotateMode["Tangent"] = 0] = "Tangent";
        RotateMode[RotateMode["Chain"] = 1] = "Chain";
        RotateMode[RotateMode["ChainScale"] = 2] = "ChainScale";
    })(RotateMode = spine.RotateMode || (spine.RotateMode = {}));
})(spine || (spine = {}));
var spine;
(function (spine) {
    var Assets = (function () {
        function Assets(clientId) {
            this.toLoad = new Array();
            this.assets = {};
            this.clientId = clientId;
        }
        Assets.prototype.loaded = function () {
            var i = 0;
            for (var v in this.assets)
                i++;
            return i;
        };
        return Assets;
    }());
    var SharedAssetManager = (function () {
        function SharedAssetManager(pathPrefix) {
            if (pathPrefix === void 0) { pathPrefix = ""; }
            this.clientAssets = {};
            this.queuedAssets = {};
            this.rawAssets = {};
            this.errors = {};
            this.pathPrefix = pathPrefix;
        }
        SharedAssetManager.prototype.queueAsset = function (clientId, textureLoader, path) {
            var clientAssets = this.clientAssets[clientId];
            if (clientAssets === null || clientAssets === undefined) {
                clientAssets = new Assets(clientId);
                this.clientAssets[clientId] = clientAssets;
            }
            if (textureLoader !== null)
                clientAssets.textureLoader = textureLoader;
            clientAssets.toLoad.push(path);
            if (this.queuedAssets[path] === path) {
                return false;
            }
            else {
                this.queuedAssets[path] = path;
                return true;
            }
        };
        SharedAssetManager.prototype.loadText = function (clientId, path) {
            var _this = this;
            path = this.pathPrefix + path;
            if (!this.queueAsset(clientId, null, path))
                return;
            var request = new XMLHttpRequest();
            request.onreadystatechange = function () {
                if (request.readyState == XMLHttpRequest.DONE) {
                    if (request.status >= 200 && request.status < 300) {
                        _this.rawAssets[path] = request.responseText;
                    }
                    else {
                        _this.errors[path] = "Couldn't load text " + path + ": status " + request.status + ", " + request.responseText;
                    }
                }
            };
            request.open("GET", path, true);
            request.send();
        };
        SharedAssetManager.prototype.loadJson = function (clientId, path) {
            var _this = this;
            path = this.pathPrefix + path;
            if (!this.queueAsset(clientId, null, path))
                return;
            var request = new XMLHttpRequest();
            request.onreadystatechange = function () {
                if (request.readyState == XMLHttpRequest.DONE) {
                    if (request.status >= 200 && request.status < 300) {
                        _this.rawAssets[path] = JSON.parse(request.responseText);
                    }
                    else {
                        _this.errors[path] = "Couldn't load text " + path + ": status " + request.status + ", " + request.responseText;
                    }
                }
            };
            request.open("GET", path, true);
            request.send();
        };
        SharedAssetManager.prototype.loadTexture = function (clientId, textureLoader, path) {
            var _this = this;
            path = this.pathPrefix + path;
            if (!this.queueAsset(clientId, textureLoader, path))
                return;
            var img = new Image();
            img.src = path;
            img.crossOrigin = "anonymous";
            img.onload = function (ev) {
                _this.rawAssets[path] = img;
            };
            img.onerror = function (ev) {
                _this.errors[path] = "Couldn't load image " + path;
            };
        };
        SharedAssetManager.prototype.get = function (clientId, path) {
            path = this.pathPrefix + path;
            var clientAssets = this.clientAssets[clientId];
            if (clientAssets === null || clientAssets === undefined)
                return true;
            return clientAssets.assets[path];
        };
        SharedAssetManager.prototype.updateClientAssets = function (clientAssets) {
            for (var i = 0; i < clientAssets.toLoad.length; i++) {
                var path = clientAssets.toLoad[i];
                var asset = clientAssets.assets[path];
                if (asset === null || asset === undefined) {
                    var rawAsset = this.rawAssets[path];
                    if (rawAsset === null || rawAsset === undefined)
                        continue;
                    if (rawAsset instanceof HTMLImageElement) {
                        clientAssets.assets[path] = clientAssets.textureLoader(rawAsset);
                    }
                    else {
                        clientAssets.assets[path] = rawAsset;
                    }
                }
            }
        };
        SharedAssetManager.prototype.isLoadingComplete = function (clientId) {
            var clientAssets = this.clientAssets[clientId];
            if (clientAssets === null || clientAssets === undefined)
                return true;
            this.updateClientAssets(clientAssets);
            return clientAssets.toLoad.length == clientAssets.loaded();
        };
        SharedAssetManager.prototype.dispose = function () {
        };
        SharedAssetManager.prototype.hasErrors = function () {
            return Object.keys(this.errors).length > 0;
        };
        SharedAssetManager.prototype.getErrors = function () {
            return this.errors;
        };
        return SharedAssetManager;
    }());
    spine.SharedAssetManager = SharedAssetManager;
})(spine || (spine = {}));
var spine;
(function (spine) {
    var Skeleton = (function () {
        function Skeleton(data) {
            this._updateCache = new Array();
            this.updateCacheReset = new Array();
            this.time = 0;
            this.scaleX = 1;
            this.scaleY = 1;
            this.x = 0;
            this.y = 0;
            if (data == null)
                throw new Error("data cannot be null.");
            this.data = data;
            this.bones = new Array();
            for (var i = 0; i < data.bones.length; i++) {
                var boneData = data.bones[i];
                var bone = void 0;
                if (boneData.parent == null)
                    bone = new spine.Bone(boneData, this, null);
                else {
                    var parent_1 = this.bones[boneData.parent.index];
                    bone = new spine.Bone(boneData, this, parent_1);
                    parent_1.children.push(bone);
                }
                this.bones.push(bone);
            }
            this.slots = new Array();
            this.drawOrder = new Array();
            for (var i = 0; i < data.slots.length; i++) {
                var slotData = data.slots[i];
                var bone = this.bones[slotData.boneData.index];
                var slot = new spine.Slot(slotData, bone);
                this.slots.push(slot);
                this.drawOrder.push(slot);
            }
            this.ikConstraints = new Array();
            for (var i = 0; i < data.ikConstraints.length; i++) {
                var ikConstraintData = data.ikConstraints[i];
                this.ikConstraints.push(new spine.IkConstraint(ikConstraintData, this));
            }
            this.transformConstraints = new Array();
            for (var i = 0; i < data.transformConstraints.length; i++) {
                var transformConstraintData = data.transformConstraints[i];
                this.transformConstraints.push(new spine.TransformConstraint(transformConstraintData, this));
            }
            this.pathConstraints = new Array();
            for (var i = 0; i < data.pathConstraints.length; i++) {
                var pathConstraintData = data.pathConstraints[i];
                this.pathConstraints.push(new spine.PathConstraint(pathConstraintData, this));
            }
            this.color = new spine.Color(1, 1, 1, 1);
            this.updateCache();
        }
        Skeleton.prototype.updateCache = function () {
            var updateCache = this._updateCache;
            updateCache.length = 0;
            this.updateCacheReset.length = 0;
            var bones = this.bones;
            for (var i = 0, n = bones.length; i < n; i++) {
                var bone = bones[i];
                bone.sorted = bone.data.skinRequired;
                bone.active = !bone.sorted;
            }
            if (this.skin != null) {
                var skinBones = this.skin.bones;
                for (var i = 0, n = this.skin.bones.length; i < n; i++) {
                    var bone = this.bones[skinBones[i].index];
                    do {
                        bone.sorted = false;
                        bone.active = true;
                        bone = bone.parent;
                    } while (bone != null);
                }
            }
            var ikConstraints = this.ikConstraints;
            var transformConstraints = this.transformConstraints;
            var pathConstraints = this.pathConstraints;
            var ikCount = ikConstraints.length, transformCount = transformConstraints.length, pathCount = pathConstraints.length;
            var constraintCount = ikCount + transformCount + pathCount;
            outer: for (var i = 0; i < constraintCount; i++) {
                for (var ii = 0; ii < ikCount; ii++) {
                    var constraint = ikConstraints[ii];
                    if (constraint.data.order == i) {
                        this.sortIkConstraint(constraint);
                        continue outer;
                    }
                }
                for (var ii = 0; ii < transformCount; ii++) {
                    var constraint = transformConstraints[ii];
                    if (constraint.data.order == i) {
                        this.sortTransformConstraint(constraint);
                        continue outer;
                    }
                }
                for (var ii = 0; ii < pathCount; ii++) {
                    var constraint = pathConstraints[ii];
                    if (constraint.data.order == i) {
                        this.sortPathConstraint(constraint);
                        continue outer;
                    }
                }
            }
            for (var i = 0, n = bones.length; i < n; i++)
                this.sortBone(bones[i]);
        };
        Skeleton.prototype.sortIkConstraint = function (constraint) {
            constraint.active = constraint.target.isActive() && (!constraint.data.skinRequired || (this.skin != null && spine.Utils.contains(this.skin.constraints, constraint.data, true)));
            if (!constraint.active)
                return;
            var target = constraint.target;
            this.sortBone(target);
            var constrained = constraint.bones;
            var parent = constrained[0];
            this.sortBone(parent);
            if (constrained.length > 1) {
                var child = constrained[constrained.length - 1];
                if (!(this._updateCache.indexOf(child) > -1))
                    this.updateCacheReset.push(child);
            }
            this._updateCache.push(constraint);
            this.sortReset(parent.children);
            constrained[constrained.length - 1].sorted = true;
        };
        Skeleton.prototype.sortPathConstraint = function (constraint) {
            constraint.active = constraint.target.bone.isActive() && (!constraint.data.skinRequired || (this.skin != null && spine.Utils.contains(this.skin.constraints, constraint.data, true)));
            if (!constraint.active)
                return;
            var slot = constraint.target;
            var slotIndex = slot.data.index;
            var slotBone = slot.bone;
            if (this.skin != null)
                this.sortPathConstraintAttachment(this.skin, slotIndex, slotBone);
            if (this.data.defaultSkin != null && this.data.defaultSkin != this.skin)
                this.sortPathConstraintAttachment(this.data.defaultSkin, slotIndex, slotBone);
            for (var i = 0, n = this.data.skins.length; i < n; i++)
                this.sortPathConstraintAttachment(this.data.skins[i], slotIndex, slotBone);
            var attachment = slot.getAttachment();
            if (attachment instanceof spine.PathAttachment)
                this.sortPathConstraintAttachmentWith(attachment, slotBone);
            var constrained = constraint.bones;
            var boneCount = constrained.length;
            for (var i = 0; i < boneCount; i++)
                this.sortBone(constrained[i]);
            this._updateCache.push(constraint);
            for (var i = 0; i < boneCount; i++)
                this.sortReset(constrained[i].children);
            for (var i = 0; i < boneCount; i++)
                constrained[i].sorted = true;
        };
        Skeleton.prototype.sortTransformConstraint = function (constraint) {
            constraint.active = constraint.target.isActive() && (!constraint.data.skinRequired || (this.skin != null && spine.Utils.contains(this.skin.constraints, constraint.data, true)));
            if (!constraint.active)
                return;
            this.sortBone(constraint.target);
            var constrained = constraint.bones;
            var boneCount = constrained.length;
            if (constraint.data.local) {
                for (var i = 0; i < boneCount; i++) {
                    var child = constrained[i];
                    this.sortBone(child.parent);
                    if (!(this._updateCache.indexOf(child) > -1))
                        this.updateCacheReset.push(child);
                }
            }
            else {
                for (var i = 0; i < boneCount; i++) {
                    this.sortBone(constrained[i]);
                }
            }
            this._updateCache.push(constraint);
            for (var ii = 0; ii < boneCount; ii++)
                this.sortReset(constrained[ii].children);
            for (var ii = 0; ii < boneCount; ii++)
                constrained[ii].sorted = true;
        };
        Skeleton.prototype.sortPathConstraintAttachment = function (skin, slotIndex, slotBone) {
            var attachments = skin.attachments[slotIndex];
            if (!attachments)
                return;
            for (var key in attachments) {
                this.sortPathConstraintAttachmentWith(attachments[key], slotBone);
            }
        };
        Skeleton.prototype.sortPathConstraintAttachmentWith = function (attachment, slotBone) {
            if (!(attachment instanceof spine.PathAttachment))
                return;
            var pathBones = attachment.bones;
            if (pathBones == null)
                this.sortBone(slotBone);
            else {
                var bones = this.bones;
                var i = 0;
                while (i < pathBones.length) {
                    var boneCount = pathBones[i++];
                    for (var n = i + boneCount; i < n; i++) {
                        var boneIndex = pathBones[i];
                        this.sortBone(bones[boneIndex]);
                    }
                }
            }
        };
        Skeleton.prototype.sortBone = function (bone) {
            if (bone.sorted)
                return;
            var parent = bone.parent;
            if (parent != null)
                this.sortBone(parent);
            bone.sorted = true;
            this._updateCache.push(bone);
        };
        Skeleton.prototype.sortReset = function (bones) {
            for (var i = 0, n = bones.length; i < n; i++) {
                var bone = bones[i];
                if (!bone.active)
                    continue;
                if (bone.sorted)
                    this.sortReset(bone.children);
                bone.sorted = false;
            }
        };
        Skeleton.prototype.updateWorldTransform = function () {
            var updateCacheReset = this.updateCacheReset;
            for (var i = 0, n = updateCacheReset.length; i < n; i++) {
                var bone = updateCacheReset[i];
                bone.ax = bone.x;
                bone.ay = bone.y;
                bone.arotation = bone.rotation;
                bone.ascaleX = bone.scaleX;
                bone.ascaleY = bone.scaleY;
                bone.ashearX = bone.shearX;
                bone.ashearY = bone.shearY;
                bone.appliedValid = true;
            }
            var updateCache = this._updateCache;
            for (var i = 0, n = updateCache.length; i < n; i++)
                updateCache[i].update();
        };
        Skeleton.prototype.setToSetupPose = function () {
            this.setBonesToSetupPose();
            this.setSlotsToSetupPose();
        };
        Skeleton.prototype.setBonesToSetupPose = function () {
            var bones = this.bones;
            for (var i = 0, n = bones.length; i < n; i++)
                bones[i].setToSetupPose();
            var ikConstraints = this.ikConstraints;
            for (var i = 0, n = ikConstraints.length; i < n; i++) {
                var constraint = ikConstraints[i];
                constraint.mix = constraint.data.mix;
                constraint.softness = constraint.data.softness;
                constraint.bendDirection = constraint.data.bendDirection;
                constraint.compress = constraint.data.compress;
                constraint.stretch = constraint.data.stretch;
            }
            var transformConstraints = this.transformConstraints;
            for (var i = 0, n = transformConstraints.length; i < n; i++) {
                var constraint = transformConstraints[i];
                var data = constraint.data;
                constraint.rotateMix = data.rotateMix;
                constraint.translateMix = data.translateMix;
                constraint.scaleMix = data.scaleMix;
                constraint.shearMix = data.shearMix;
            }
            var pathConstraints = this.pathConstraints;
            for (var i = 0, n = pathConstraints.length; i < n; i++) {
                var constraint = pathConstraints[i];
                var data = constraint.data;
                constraint.position = data.position;
                constraint.spacing = data.spacing;
                constraint.rotateMix = data.rotateMix;
                constraint.translateMix = data.translateMix;
            }
        };
        Skeleton.prototype.setSlotsToSetupPose = function () {
            var slots = this.slots;
            spine.Utils.arrayCopy(slots, 0, this.drawOrder, 0, slots.length);
            for (var i = 0, n = slots.length; i < n; i++)
                slots[i].setToSetupPose();
        };
        Skeleton.prototype.getRootBone = function () {
            if (this.bones.length == 0)
                return null;
            return this.bones[0];
        };
        Skeleton.prototype.findBone = function (boneName) {
            if (boneName == null)
                throw new Error("boneName cannot be null.");
            var bones = this.bones;
            for (var i = 0, n = bones.length; i < n; i++) {
                var bone = bones[i];
                if (bone.data.name == boneName)
                    return bone;
            }
            return null;
        };
        Skeleton.prototype.findBoneIndex = function (boneName) {
            if (boneName == null)
                throw new Error("boneName cannot be null.");
            var bones = this.bones;
            for (var i = 0, n = bones.length; i < n; i++)
                if (bones[i].data.name == boneName)
                    return i;
            return -1;
        };
        Skeleton.prototype.findSlot = function (slotName) {
            if (slotName == null)
                throw new Error("slotName cannot be null.");
            var slots = this.slots;
            for (var i = 0, n = slots.length; i < n; i++) {
                var slot = slots[i];
                if (slot.data.name == slotName)
                    return slot;
            }
            return null;
        };
        Skeleton.prototype.findSlotIndex = function (slotName) {
            if (slotName == null)
                throw new Error("slotName cannot be null.");
            var slots = this.slots;
            for (var i = 0, n = slots.length; i < n; i++)
                if (slots[i].data.name == slotName)
                    return i;
            return -1;
        };
        Skeleton.prototype.setSkinByName = function (skinName) {
            var skin = this.data.findSkin(skinName);
            if (skin == null)
                throw new Error("Skin not found: " + skinName);
            this.setSkin(skin);
        };
        Skeleton.prototype.setSkin = function (newSkin) {
            if (newSkin == this.skin)
                return;
            if (newSkin != null) {
                if (this.skin != null)
                    newSkin.attachAll(this, this.skin);
                else {
                    var slots = this.slots;
                    for (var i = 0, n = slots.length; i < n; i++) {
                        var slot = slots[i];
                        var name_1 = slot.data.attachmentName;
                        if (name_1 != null) {
                            var attachment = newSkin.getAttachment(i, name_1);
                            if (attachment != null)
                                slot.setAttachment(attachment);
                        }
                    }
                }
            }
            this.skin = newSkin;
            this.updateCache();
        };
        Skeleton.prototype.getAttachmentByName = function (slotName, attachmentName) {
            return this.getAttachment(this.data.findSlotIndex(slotName), attachmentName);
        };
        Skeleton.prototype.getAttachment = function (slotIndex, attachmentName) {
            if (attachmentName == null)
                throw new Error("attachmentName cannot be null.");
            if (this.skin != null) {
                var attachment = this.skin.getAttachment(slotIndex, attachmentName);
                if (attachment != null)
                    return attachment;
            }
            if (this.data.defaultSkin != null)
                return this.data.defaultSkin.getAttachment(slotIndex, attachmentName);
            return null;
        };
        Skeleton.prototype.setAttachment = function (slotName, attachmentName) {
            if (slotName == null)
                throw new Error("slotName cannot be null.");
            var slots = this.slots;
            for (var i = 0, n = slots.length; i < n; i++) {
                var slot = slots[i];
                if (slot.data.name == slotName) {
                    var attachment = null;
                    if (attachmentName != null) {
                        attachment = this.getAttachment(i, attachmentName);
                        if (attachment == null)
                            throw new Error("Attachment not found: " + attachmentName + ", for slot: " + slotName);
                    }
                    slot.setAttachment(attachment);
                    return;
                }
            }
            throw new Error("Slot not found: " + slotName);
        };
        Skeleton.prototype.findIkConstraint = function (constraintName) {
            if (constraintName == null)
                throw new Error("constraintName cannot be null.");
            var ikConstraints = this.ikConstraints;
            for (var i = 0, n = ikConstraints.length; i < n; i++) {
                var ikConstraint = ikConstraints[i];
                if (ikConstraint.data.name == constraintName)
                    return ikConstraint;
            }
            return null;
        };
        Skeleton.prototype.findTransformConstraint = function (constraintName) {
            if (constraintName == null)
                throw new Error("constraintName cannot be null.");
            var transformConstraints = this.transformConstraints;
            for (var i = 0, n = transformConstraints.length; i < n; i++) {
                var constraint = transformConstraints[i];
                if (constraint.data.name == constraintName)
                    return constraint;
            }
            return null;
        };
        Skeleton.prototype.findPathConstraint = function (constraintName) {
            if (constraintName == null)
                throw new Error("constraintName cannot be null.");
            var pathConstraints = this.pathConstraints;
            for (var i = 0, n = pathConstraints.length; i < n; i++) {
                var constraint = pathConstraints[i];
                if (constraint.data.name == constraintName)
                    return constraint;
            }
            return null;
        };
        Skeleton.prototype.getBounds = function (offset, size, temp) {
            if (temp === void 0) { temp = new Array(2); }
            if (offset == null)
                throw new Error("offset cannot be null.");
            if (size == null)
                throw new Error("size cannot be null.");
            var drawOrder = this.drawOrder;
            var minX = Number.POSITIVE_INFINITY, minY = Number.POSITIVE_INFINITY, maxX = Number.NEGATIVE_INFINITY, maxY = Number.NEGATIVE_INFINITY;
            for (var i = 0, n = drawOrder.length; i < n; i++) {
                var slot = drawOrder[i];
                if (!slot.bone.active)
                    continue;
                var verticesLength = 0;
                var vertices = null;
                var attachment = slot.getAttachment();
                if (attachment instanceof spine.RegionAttachment) {
                    verticesLength = 8;
                    vertices = spine.Utils.setArraySize(temp, verticesLength, 0);
                    attachment.computeWorldVertices(slot.bone, vertices, 0, 2);
                }
                else if (attachment instanceof spine.MeshAttachment) {
                    var mesh = attachment;
                    verticesLength = mesh.worldVerticesLength;
                    vertices = spine.Utils.setArraySize(temp, verticesLength, 0);
                    mesh.computeWorldVertices(slot, 0, verticesLength, vertices, 0, 2);
                }
                if (vertices != null) {
                    for (var ii = 0, nn = vertices.length; ii < nn; ii += 2) {
                        var x = vertices[ii], y = vertices[ii + 1];
                        minX = Math.min(minX, x);
                        minY = Math.min(minY, y);
                        maxX = Math.max(maxX, x);
                        maxY = Math.max(maxY, y);
                    }
                }
            }
            offset.set(minX, minY);
            size.set(maxX - minX, maxY - minY);
        };
        Skeleton.prototype.update = function (delta) {
            this.time += delta;
        };
        return Skeleton;
    }());
    spine.Skeleton = Skeleton;
})(spine || (spine = {}));
var spine;
(function (spine) {
    var SkeletonBinary = (function () {
        function SkeletonBinary(attachmentLoader) {
            this.scale = 1;
            this.linkedMeshes = new Array();
            this.attachmentLoader = attachmentLoader;
        }
        SkeletonBinary.prototype.readSkeletonData = function (binary) {
            var scale = this.scale;
            var skeletonData = new spine.SkeletonData();
            skeletonData.name = "";
            var input = new BinaryInput(binary);
            skeletonData.hash = input.readString();
            skeletonData.version = input.readString();
            skeletonData.x = input.readFloat();
            skeletonData.y = input.readFloat();
            skeletonData.width = input.readFloat();
            skeletonData.height = input.readFloat();
            var nonessential = input.readBoolean();
            if (nonessential) {
                skeletonData.fps = input.readFloat();
                skeletonData.imagesPath = input.readString();
                skeletonData.audioPath = input.readString();
            }
            var n = 0;
            n = input.readInt(true);
            for (var i = 0; i < n; i++)
                input.strings.push(input.readString());
            n = input.readInt(true);
            for (var i = 0; i < n; i++) {
                var name_2 = input.readString();
                var parent_2 = i == 0 ? null : skeletonData.bones[input.readInt(true)];
                var data = new spine.BoneData(i, name_2, parent_2);
                data.rotation = input.readFloat();
                data.x = input.readFloat() * scale;
                data.y = input.readFloat() * scale;
                data.scaleX = input.readFloat();
                data.scaleY = input.readFloat();
                data.shearX = input.readFloat();
                data.shearY = input.readFloat();
                data.length = input.readFloat() * scale;
                data.transformMode = SkeletonBinary.TransformModeValues[input.readInt(true)];
                data.skinRequired = input.readBoolean();
                if (nonessential)
                    spine.Color.rgba8888ToColor(data.color, input.readInt32());
                skeletonData.bones.push(data);
            }
            n = input.readInt(true);
            for (var i = 0; i < n; i++) {
                var slotName = input.readString();
                var boneData = skeletonData.bones[input.readInt(true)];
                var data = new spine.SlotData(i, slotName, boneData);
                spine.Color.rgba8888ToColor(data.color, input.readInt32());
                var darkColor = input.readInt32();
                if (darkColor != -1)
                    spine.Color.rgb888ToColor(data.darkColor = new spine.Color(), darkColor);
                data.attachmentName = input.readStringRef();
                data.blendMode = SkeletonBinary.BlendModeValues[input.readInt(true)];
                skeletonData.slots.push(data);
            }
            n = input.readInt(true);
            for (var i = 0, nn = void 0; i < n; i++) {
                var data = new spine.IkConstraintData(input.readString());
                data.order = input.readInt(true);
                data.skinRequired = input.readBoolean();
                nn = input.readInt(true);
                for (var ii = 0; ii < nn; ii++)
                    data.bones.push(skeletonData.bones[input.readInt(true)]);
                data.target = skeletonData.bones[input.readInt(true)];
                data.mix = input.readFloat();
                data.softness = input.readFloat() * scale;
                data.bendDirection = input.readByte();
                data.compress = input.readBoolean();
                data.stretch = input.readBoolean();
                data.uniform = input.readBoolean();
                skeletonData.ikConstraints.push(data);
            }
            n = input.readInt(true);
            for (var i = 0, nn = void 0; i < n; i++) {
                var data = new spine.TransformConstraintData(input.readString());
                data.order = input.readInt(true);
                data.skinRequired = input.readBoolean();
                nn = input.readInt(true);
                for (var ii = 0; ii < nn; ii++)
                    data.bones.push(skeletonData.bones[input.readInt(true)]);
                data.target = skeletonData.bones[input.readInt(true)];
                data.local = input.readBoolean();
                data.relative = input.readBoolean();
                data.offsetRotation = input.readFloat();
                data.offsetX = input.readFloat() * scale;
                data.offsetY = input.readFloat() * scale;
                data.offsetScaleX = input.readFloat();
                data.offsetScaleY = input.readFloat();
                data.offsetShearY = input.readFloat();
                data.rotateMix = input.readFloat();
                data.translateMix = input.readFloat();
                data.scaleMix = input.readFloat();
                data.shearMix = input.readFloat();
                skeletonData.transformConstraints.push(data);
            }
            n = input.readInt(true);
            for (var i = 0, nn = void 0; i < n; i++) {
                var data = new spine.PathConstraintData(input.readString());
                data.order = input.readInt(true);
                data.skinRequired = input.readBoolean();
                nn = input.readInt(true);
                for (var ii = 0; ii < nn; ii++)
                    data.bones.push(skeletonData.bones[input.readInt(true)]);
                data.target = skeletonData.slots[input.readInt(true)];
                data.positionMode = SkeletonBinary.PositionModeValues[input.readInt(true)];
                data.spacingMode = SkeletonBinary.SpacingModeValues[input.readInt(true)];
                data.rotateMode = SkeletonBinary.RotateModeValues[input.readInt(true)];
                data.offsetRotation = input.readFloat();
                data.position = input.readFloat();
                if (data.positionMode == spine.PositionMode.Fixed)
                    data.position *= scale;
                data.spacing = input.readFloat();
                if (data.spacingMode == spine.SpacingMode.Length || data.spacingMode == spine.SpacingMode.Fixed)
                    data.spacing *= scale;
                data.rotateMix = input.readFloat();
                data.translateMix = input.readFloat();
                skeletonData.pathConstraints.push(data);
            }
            var defaultSkin = this.readSkin(input, skeletonData, true, nonessential);
            if (defaultSkin != null) {
                skeletonData.defaultSkin = defaultSkin;
                skeletonData.skins.push(defaultSkin);
            }
            {
                var i = skeletonData.skins.length;
                spine.Utils.setArraySize(skeletonData.skins, n = i + input.readInt(true));
                for (; i < n; i++)
                    skeletonData.skins[i] = this.readSkin(input, skeletonData, false, nonessential);
            }
            n = this.linkedMeshes.length;
            for (var i = 0; i < n; i++) {
                var linkedMesh = this.linkedMeshes[i];
                var skin = linkedMesh.skin == null ? skeletonData.defaultSkin : skeletonData.findSkin(linkedMesh.skin);
                if (skin == null)
                    throw new Error("Skin not found: " + linkedMesh.skin);
                var parent_3 = skin.getAttachment(linkedMesh.slotIndex, linkedMesh.parent);
                if (parent_3 == null)
                    throw new Error("Parent mesh not found: " + linkedMesh.parent);
                linkedMesh.mesh.deformAttachment = linkedMesh.inheritDeform ? parent_3 : linkedMesh.mesh;
                linkedMesh.mesh.setParentMesh(parent_3);
                linkedMesh.mesh.updateUVs();
            }
            this.linkedMeshes.length = 0;
            n = input.readInt(true);
            for (var i = 0; i < n; i++) {
                var data = new spine.EventData(input.readStringRef());
                data.intValue = input.readInt(false);
                data.floatValue = input.readFloat();
                data.stringValue = input.readString();
                data.audioPath = input.readString();
                if (data.audioPath != null) {
                    data.volume = input.readFloat();
                    data.balance = input.readFloat();
                }
                skeletonData.events.push(data);
            }
            n = input.readInt(true);
            for (var i = 0; i < n; i++)
                skeletonData.animations.push(this.readAnimation(input, input.readString(), skeletonData));
            return skeletonData;
        };
        SkeletonBinary.prototype.readSkin = function (input, skeletonData, defaultSkin, nonessential) {
            var skin = null;
            var slotCount = 0;
            if (defaultSkin) {
                slotCount = input.readInt(true);
                if (slotCount == 0)
                    return null;
                skin = new spine.Skin("default");
            }
            else {
                skin = new spine.Skin(input.readStringRef());
                skin.bones.length = input.readInt(true);
                for (var i = 0, n = skin.bones.length; i < n; i++)
                    skin.bones[i] = skeletonData.bones[input.readInt(true)];
                for (var i = 0, n = input.readInt(true); i < n; i++)
                    skin.constraints.push(skeletonData.ikConstraints[input.readInt(true)]);
                for (var i = 0, n = input.readInt(true); i < n; i++)
                    skin.constraints.push(skeletonData.transformConstraints[input.readInt(true)]);
                for (var i = 0, n = input.readInt(true); i < n; i++)
                    skin.constraints.push(skeletonData.pathConstraints[input.readInt(true)]);
                slotCount = input.readInt(true);
            }
            for (var i = 0; i < slotCount; i++) {
                var slotIndex = input.readInt(true);
                for (var ii = 0, nn = input.readInt(true); ii < nn; ii++) {
                    var name_3 = input.readStringRef();
                    var attachment = this.readAttachment(input, skeletonData, skin, slotIndex, name_3, nonessential);
                    if (attachment != null)
                        skin.setAttachment(slotIndex, name_3, attachment);
                }
            }
            return skin;
        };
        SkeletonBinary.prototype.readAttachment = function (input, skeletonData, skin, slotIndex, attachmentName, nonessential) {
            var scale = this.scale;
            var name = input.readStringRef();
            if (name == null)
                name = attachmentName;
            var typeIndex = input.readByte();
            var type = SkeletonBinary.AttachmentTypeValues[typeIndex];
            switch (type) {
                case spine.AttachmentType.Region: {
                    var path = input.readStringRef();
                    var rotation = input.readFloat();
                    var x = input.readFloat();
                    var y = input.readFloat();
                    var scaleX = input.readFloat();
                    var scaleY = input.readFloat();
                    var width = input.readFloat();
                    var height = input.readFloat();
                    var color = input.readInt32();
                    if (path == null)
                        path = name;
                    var region = this.attachmentLoader.newRegionAttachment(skin, name, path);
                    if (region == null)
                        return null;
                    region.path = path;
                    region.x = x * scale;
                    region.y = y * scale;
                    region.scaleX = scaleX;
                    region.scaleY = scaleY;
                    region.rotation = rotation;
                    region.width = width * scale;
                    region.height = height * scale;
                    spine.Color.rgba8888ToColor(region.color, color);
                    region.updateOffset();
                    return region;
                }
                case spine.AttachmentType.BoundingBox: {
                    var vertexCount = input.readInt(true);
                    var vertices = this.readVertices(input, vertexCount);
                    var color = nonessential ? input.readInt32() : 0;
                    var box = this.attachmentLoader.newBoundingBoxAttachment(skin, name);
                    if (box == null)
                        return null;
                    box.worldVerticesLength = vertexCount << 1;
                    box.vertices = vertices.vertices;
                    box.bones = vertices.bones;
                    if (nonessential)
                        spine.Color.rgba8888ToColor(box.color, color);
                    return box;
                }
                case spine.AttachmentType.Mesh: {
                    var path = input.readStringRef();
                    var color = input.readInt32();
                    var vertexCount = input.readInt(true);
                    var uvs = this.readFloatArray(input, vertexCount << 1, 1);
                    var triangles = this.readShortArray(input);
                    var vertices = this.readVertices(input, vertexCount);
                    var hullLength = input.readInt(true);
                    var edges = null;
                    var width = 0, height = 0;
                    if (nonessential) {
                        edges = this.readShortArray(input);
                        width = input.readFloat();
                        height = input.readFloat();
                    }
                    if (path == null)
                        path = name;
                    var mesh = this.attachmentLoader.newMeshAttachment(skin, name, path);
                    if (mesh == null)
                        return null;
                    mesh.path = path;
                    spine.Color.rgba8888ToColor(mesh.color, color);
                    mesh.bones = vertices.bones;
                    mesh.vertices = vertices.vertices;
                    mesh.worldVerticesLength = vertexCount << 1;
                    mesh.triangles = triangles;
                    mesh.regionUVs = uvs;
                    mesh.updateUVs();
                    mesh.hullLength = hullLength << 1;
                    if (nonessential) {
                        mesh.edges = edges;
                        mesh.width = width * scale;
                        mesh.height = height * scale;
                    }
                    return mesh;
                }
                case spine.AttachmentType.LinkedMesh: {
                    var path = input.readStringRef();
                    var color = input.readInt32();
                    var skinName = input.readStringRef();
                    var parent_4 = input.readStringRef();
                    var inheritDeform = input.readBoolean();
                    var width = 0, height = 0;
                    if (nonessential) {
                        width = input.readFloat();
                        height = input.readFloat();
                    }
                    if (path == null)
                        path = name;
                    var mesh = this.attachmentLoader.newMeshAttachment(skin, name, path);
                    if (mesh == null)
                        return null;
                    mesh.path = path;
                    spine.Color.rgba8888ToColor(mesh.color, color);
                    if (nonessential) {
                        mesh.width = width * scale;
                        mesh.height = height * scale;
                    }
                    this.linkedMeshes.push(new LinkedMesh(mesh, skinName, slotIndex, parent_4, inheritDeform));
                    return mesh;
                }
                case spine.AttachmentType.Path: {
                    var closed_1 = input.readBoolean();
                    var constantSpeed = input.readBoolean();
                    var vertexCount = input.readInt(true);
                    var vertices = this.readVertices(input, vertexCount);
                    var lengths = spine.Utils.newArray(vertexCount / 3, 0);
                    for (var i = 0, n = lengths.length; i < n; i++)
                        lengths[i] = input.readFloat() * scale;
                    var color = nonessential ? input.readInt32() : 0;
                    var path = this.attachmentLoader.newPathAttachment(skin, name);
                    if (path == null)
                        return null;
                    path.closed = closed_1;
                    path.constantSpeed = constantSpeed;
                    path.worldVerticesLength = vertexCount << 1;
                    path.vertices = vertices.vertices;
                    path.bones = vertices.bones;
                    path.lengths = lengths;
                    if (nonessential)
                        spine.Color.rgba8888ToColor(path.color, color);
                    return path;
                }
                case spine.AttachmentType.Point: {
                    var rotation = input.readFloat();
                    var x = input.readFloat();
                    var y = input.readFloat();
                    var color = nonessential ? input.readInt32() : 0;
                    var point = this.attachmentLoader.newPointAttachment(skin, name);
                    if (point == null)
                        return null;
                    point.x = x * scale;
                    point.y = y * scale;
                    point.rotation = rotation;
                    if (nonessential)
                        spine.Color.rgba8888ToColor(point.color, color);
                    return point;
                }
                case spine.AttachmentType.Clipping: {
                    var endSlotIndex = input.readInt(true);
                    var vertexCount = input.readInt(true);
                    var vertices = this.readVertices(input, vertexCount);
                    var color = nonessential ? input.readInt32() : 0;
                    var clip = this.attachmentLoader.newClippingAttachment(skin, name);
                    if (clip == null)
                        return null;
                    clip.endSlot = skeletonData.slots[endSlotIndex];
                    clip.worldVerticesLength = vertexCount << 1;
                    clip.vertices = vertices.vertices;
                    clip.bones = vertices.bones;
                    if (nonessential)
                        spine.Color.rgba8888ToColor(clip.color, color);
                    return clip;
                }
            }
            return null;
        };
        SkeletonBinary.prototype.readVertices = function (input, vertexCount) {
            var verticesLength = vertexCount << 1;
            var vertices = new Vertices();
            var scale = this.scale;
            if (!input.readBoolean()) {
                vertices.vertices = this.readFloatArray(input, verticesLength, scale);
                return vertices;
            }
            var weights = new Array();
            var bonesArray = new Array();
            for (var i = 0; i < vertexCount; i++) {
                var boneCount = input.readInt(true);
                bonesArray.push(boneCount);
                for (var ii = 0; ii < boneCount; ii++) {
                    bonesArray.push(input.readInt(true));
                    weights.push(input.readFloat() * scale);
                    weights.push(input.readFloat() * scale);
                    weights.push(input.readFloat());
                }
            }
            vertices.vertices = spine.Utils.toFloatArray(weights);
            vertices.bones = bonesArray;
            return vertices;
        };
        SkeletonBinary.prototype.readFloatArray = function (input, n, scale) {
            var array = new Array(n);
            if (scale == 1) {
                for (var i = 0; i < n; i++)
                    array[i] = input.readFloat();
            }
            else {
                for (var i = 0; i < n; i++)
                    array[i] = input.readFloat() * scale;
            }
            return array;
        };
        SkeletonBinary.prototype.readShortArray = function (input) {
            var n = input.readInt(true);
            var array = new Array(n);
            for (var i = 0; i < n; i++)
                array[i] = input.readShort();
            return array;
        };
        SkeletonBinary.prototype.readAnimation = function (input, name, skeletonData) {
            var timelines = new Array();
            var scale = this.scale;
            var duration = 0;
            var tempColor1 = new spine.Color();
            var tempColor2 = new spine.Color();
            for (var i = 0, n = input.readInt(true); i < n; i++) {
                var slotIndex = input.readInt(true);
                for (var ii = 0, nn = input.readInt(true); ii < nn; ii++) {
                    var timelineType = input.readByte();
                    var frameCount = input.readInt(true);
                    switch (timelineType) {
                        case SkeletonBinary.SLOT_ATTACHMENT: {
                            var timeline = new spine.AttachmentTimeline(frameCount);
                            timeline.slotIndex = slotIndex;
                            for (var frameIndex = 0; frameIndex < frameCount; frameIndex++)
                                timeline.setFrame(frameIndex, input.readFloat(), input.readStringRef());
                            timelines.push(timeline);
                            duration = Math.max(duration, timeline.frames[frameCount - 1]);
                            break;
                        }
                        case SkeletonBinary.SLOT_COLOR: {
                            var timeline = new spine.ColorTimeline(frameCount);
                            timeline.slotIndex = slotIndex;
                            for (var frameIndex = 0; frameIndex < frameCount; frameIndex++) {
                                var time = input.readFloat();
                                spine.Color.rgba8888ToColor(tempColor1, input.readInt32());
                                timeline.setFrame(frameIndex, time, tempColor1.r, tempColor1.g, tempColor1.b, tempColor1.a);
                                if (frameIndex < frameCount - 1)
                                    this.readCurve(input, frameIndex, timeline);
                            }
                            timelines.push(timeline);
                            duration = Math.max(duration, timeline.frames[(frameCount - 1) * spine.ColorTimeline.ENTRIES]);
                            break;
                        }
                        case SkeletonBinary.SLOT_TWO_COLOR: {
                            var timeline = new spine.TwoColorTimeline(frameCount);
                            timeline.slotIndex = slotIndex;
                            for (var frameIndex = 0; frameIndex < frameCount; frameIndex++) {
                                var time = input.readFloat();
                                spine.Color.rgba8888ToColor(tempColor1, input.readInt32());
                                spine.Color.rgb888ToColor(tempColor2, input.readInt32());
                                timeline.setFrame(frameIndex, time, tempColor1.r, tempColor1.g, tempColor1.b, tempColor1.a, tempColor2.r, tempColor2.g, tempColor2.b);
                                if (frameIndex < frameCount - 1)
                                    this.readCurve(input, frameIndex, timeline);
                            }
                            timelines.push(timeline);
                            duration = Math.max(duration, timeline.frames[(frameCount - 1) * spine.TwoColorTimeline.ENTRIES]);
                            break;
                        }
                    }
                }
            }
            for (var i = 0, n = input.readInt(true); i < n; i++) {
                var boneIndex = input.readInt(true);
                for (var ii = 0, nn = input.readInt(true); ii < nn; ii++) {
                    var timelineType = input.readByte();
                    var frameCount = input.readInt(true);
                    switch (timelineType) {
                        case SkeletonBinary.BONE_ROTATE: {
                            var timeline = new spine.RotateTimeline(frameCount);
                            timeline.boneIndex = boneIndex;
                            for (var frameIndex = 0; frameIndex < frameCount; frameIndex++) {
                                timeline.setFrame(frameIndex, input.readFloat(), input.readFloat());
                                if (frameIndex < frameCount - 1)
                                    this.readCurve(input, frameIndex, timeline);
                            }
                            timelines.push(timeline);
                            duration = Math.max(duration, timeline.frames[(frameCount - 1) * spine.RotateTimeline.ENTRIES]);
                            break;
                        }
                        case SkeletonBinary.BONE_TRANSLATE:
                        case SkeletonBinary.BONE_SCALE:
                        case SkeletonBinary.BONE_SHEAR: {
                            var timeline = void 0;
                            var timelineScale = 1;
                            if (timelineType == SkeletonBinary.BONE_SCALE)
                                timeline = new spine.ScaleTimeline(frameCount);
                            else if (timelineType == SkeletonBinary.BONE_SHEAR)
                                timeline = new spine.ShearTimeline(frameCount);
                            else {
                                timeline = new spine.TranslateTimeline(frameCount);
                                timelineScale = scale;
                            }
                            timeline.boneIndex = boneIndex;
                            for (var frameIndex = 0; frameIndex < frameCount; frameIndex++) {
                                timeline.setFrame(frameIndex, input.readFloat(), input.readFloat() * timelineScale, input.readFloat() * timelineScale);
                                if (frameIndex < frameCount - 1)
                                    this.readCurve(input, frameIndex, timeline);
                            }
                            timelines.push(timeline);
                            duration = Math.max(duration, timeline.frames[(frameCount - 1) * spine.TranslateTimeline.ENTRIES]);
                            break;
                        }
                    }
                }
            }
            for (var i = 0, n = input.readInt(true); i < n; i++) {
                var index = input.readInt(true);
                var frameCount = input.readInt(true);
                var timeline = new spine.IkConstraintTimeline(frameCount);
                timeline.ikConstraintIndex = index;
                for (var frameIndex = 0; frameIndex < frameCount; frameIndex++) {
                    timeline.setFrame(frameIndex, input.readFloat(), input.readFloat(), input.readFloat() * scale, input.readByte(), input.readBoolean(), input.readBoolean());
                    if (frameIndex < frameCount - 1)
                        this.readCurve(input, frameIndex, timeline);
                }
                timelines.push(timeline);
                duration = Math.max(duration, timeline.frames[(frameCount - 1) * spine.IkConstraintTimeline.ENTRIES]);
            }
            for (var i = 0, n = input.readInt(true); i < n; i++) {
                var index = input.readInt(true);
                var frameCount = input.readInt(true);
                var timeline = new spine.TransformConstraintTimeline(frameCount);
                timeline.transformConstraintIndex = index;
                for (var frameIndex = 0; frameIndex < frameCount; frameIndex++) {
                    timeline.setFrame(frameIndex, input.readFloat(), input.readFloat(), input.readFloat(), input.readFloat(), input.readFloat());
                    if (frameIndex < frameCount - 1)
                        this.readCurve(input, frameIndex, timeline);
                }
                timelines.push(timeline);
                duration = Math.max(duration, timeline.frames[(frameCount - 1) * spine.TransformConstraintTimeline.ENTRIES]);
            }
            for (var i = 0, n = input.readInt(true); i < n; i++) {
                var index = input.readInt(true);
                var data = skeletonData.pathConstraints[index];
                for (var ii = 0, nn = input.readInt(true); ii < nn; ii++) {
                    var timelineType = input.readByte();
                    var frameCount = input.readInt(true);
                    switch (timelineType) {
                        case SkeletonBinary.PATH_POSITION:
                        case SkeletonBinary.PATH_SPACING: {
                            var timeline = void 0;
                            var timelineScale = 1;
                            if (timelineType == SkeletonBinary.PATH_SPACING) {
                                timeline = new spine.PathConstraintSpacingTimeline(frameCount);
                                if (data.spacingMode == spine.SpacingMode.Length || data.spacingMode == spine.SpacingMode.Fixed)
                                    timelineScale = scale;
                            }
                            else {
                                timeline = new spine.PathConstraintPositionTimeline(frameCount);
                                if (data.positionMode == spine.PositionMode.Fixed)
                                    timelineScale = scale;
                            }
                            timeline.pathConstraintIndex = index;
                            for (var frameIndex = 0; frameIndex < frameCount; frameIndex++) {
                                timeline.setFrame(frameIndex, input.readFloat(), input.readFloat() * timelineScale);
                                if (frameIndex < frameCount - 1)
                                    this.readCurve(input, frameIndex, timeline);
                            }
                            timelines.push(timeline);
                            duration = Math.max(duration, timeline.frames[(frameCount - 1) * spine.PathConstraintPositionTimeline.ENTRIES]);
                            break;
                        }
                        case SkeletonBinary.PATH_MIX: {
                            var timeline = new spine.PathConstraintMixTimeline(frameCount);
                            timeline.pathConstraintIndex = index;
                            for (var frameIndex = 0; frameIndex < frameCount; frameIndex++) {
                                timeline.setFrame(frameIndex, input.readFloat(), input.readFloat(), input.readFloat());
                                if (frameIndex < frameCount - 1)
                                    this.readCurve(input, frameIndex, timeline);
                            }
                            timelines.push(timeline);
                            duration = Math.max(duration, timeline.frames[(frameCount - 1) * spine.PathConstraintMixTimeline.ENTRIES]);
                            break;
                        }
                    }
                }
            }
            for (var i = 0, n = input.readInt(true); i < n; i++) {
                var skin = skeletonData.skins[input.readInt(true)];
                for (var ii = 0, nn = input.readInt(true); ii < nn; ii++) {
                    var slotIndex = input.readInt(true);
                    for (var iii = 0, nnn = input.readInt(true); iii < nnn; iii++) {
                        var attachment = skin.getAttachment(slotIndex, input.readStringRef());
                        var weighted = attachment.bones != null;
                        var vertices = attachment.vertices;
                        var deformLength = weighted ? vertices.length / 3 * 2 : vertices.length;
                        var frameCount = input.readInt(true);
                        var timeline = new spine.DeformTimeline(frameCount);
                        timeline.slotIndex = slotIndex;
                        timeline.attachment = attachment;
                        for (var frameIndex = 0; frameIndex < frameCount; frameIndex++) {
                            var time = input.readFloat();
                            var deform = void 0;
                            var end = input.readInt(true);
                            if (end == 0)
                                deform = weighted ? spine.Utils.newFloatArray(deformLength) : vertices;
                            else {
                                deform = spine.Utils.newFloatArray(deformLength);
                                var start = input.readInt(true);
                                end += start;
                                if (scale == 1) {
                                    for (var v = start; v < end; v++)
                                        deform[v] = input.readFloat();
                                }
                                else {
                                    for (var v = start; v < end; v++)
                                        deform[v] = input.readFloat() * scale;
                                }
                                if (!weighted) {
                                    for (var v = 0, vn = deform.length; v < vn; v++)
                                        deform[v] += vertices[v];
                                }
                            }
                            timeline.setFrame(frameIndex, time, deform);
                            if (frameIndex < frameCount - 1)
                                this.readCurve(input, frameIndex, timeline);
                        }
                        timelines.push(timeline);
                        duration = Math.max(duration, timeline.frames[frameCount - 1]);
                    }
                }
            }
            var drawOrderCount = input.readInt(true);
            if (drawOrderCount > 0) {
                var timeline = new spine.DrawOrderTimeline(drawOrderCount);
                var slotCount = skeletonData.slots.length;
                for (var i = 0; i < drawOrderCount; i++) {
                    var time = input.readFloat();
                    var offsetCount = input.readInt(true);
                    var drawOrder = spine.Utils.newArray(slotCount, 0);
                    for (var ii = slotCount - 1; ii >= 0; ii--)
                        drawOrder[ii] = -1;
                    var unchanged = spine.Utils.newArray(slotCount - offsetCount, 0);
                    var originalIndex = 0, unchangedIndex = 0;
                    for (var ii = 0; ii < offsetCount; ii++) {
                        var slotIndex = input.readInt(true);
                        while (originalIndex != slotIndex)
                            unchanged[unchangedIndex++] = originalIndex++;
                        drawOrder[originalIndex + input.readInt(true)] = originalIndex++;
                    }
                    while (originalIndex < slotCount)
                        unchanged[unchangedIndex++] = originalIndex++;
                    for (var ii = slotCount - 1; ii >= 0; ii--)
                        if (drawOrder[ii] == -1)
                            drawOrder[ii] = unchanged[--unchangedIndex];
                    timeline.setFrame(i, time, drawOrder);
                }
                timelines.push(timeline);
                duration = Math.max(duration, timeline.frames[drawOrderCount - 1]);
            }
            var eventCount = input.readInt(true);
            if (eventCount > 0) {
                var timeline = new spine.EventTimeline(eventCount);
                for (var i = 0; i < eventCount; i++) {
                    var time = input.readFloat();
                    var eventData = skeletonData.events[input.readInt(true)];
                    var event_4 = new spine.Event(time, eventData);
                    event_4.intValue = input.readInt(false);
                    event_4.floatValue = input.readFloat();
                    event_4.stringValue = input.readBoolean() ? input.readString() : eventData.stringValue;
                    if (event_4.data.audioPath != null) {
                        event_4.volume = input.readFloat();
                        event_4.balance = input.readFloat();
                    }
                    timeline.setFrame(i, event_4);
                }
                timelines.push(timeline);
                duration = Math.max(duration, timeline.frames[eventCount - 1]);
            }
            return new spine.Animation(name, timelines, duration);
        };
        SkeletonBinary.prototype.readCurve = function (input, frameIndex, timeline) {
            switch (input.readByte()) {
                case SkeletonBinary.CURVE_STEPPED:
                    timeline.setStepped(frameIndex);
                    break;
                case SkeletonBinary.CURVE_BEZIER:
                    this.setCurve(timeline, frameIndex, input.readFloat(), input.readFloat(), input.readFloat(), input.readFloat());
                    break;
            }
        };
        SkeletonBinary.prototype.setCurve = function (timeline, frameIndex, cx1, cy1, cx2, cy2) {
            timeline.setCurve(frameIndex, cx1, cy1, cx2, cy2);
        };
        SkeletonBinary.AttachmentTypeValues = [0, 1, 2, 3, 4, 5, 6];
        SkeletonBinary.TransformModeValues = [spine.TransformMode.Normal, spine.TransformMode.OnlyTranslation, spine.TransformMode.NoRotationOrReflection, spine.TransformMode.NoScale, spine.TransformMode.NoScaleOrReflection];
        SkeletonBinary.PositionModeValues = [spine.PositionMode.Fixed, spine.PositionMode.Percent];
        SkeletonBinary.SpacingModeValues = [spine.SpacingMode.Length, spine.SpacingMode.Fixed, spine.SpacingMode.Percent];
        SkeletonBinary.RotateModeValues = [spine.RotateMode.Tangent, spine.RotateMode.Chain, spine.RotateMode.ChainScale];
        SkeletonBinary.BlendModeValues = [spine.BlendMode.Normal, spine.BlendMode.Additive, spine.BlendMode.Multiply, spine.BlendMode.Screen];
        SkeletonBinary.BONE_ROTATE = 0;
        SkeletonBinary.BONE_TRANSLATE = 1;
        SkeletonBinary.BONE_SCALE = 2;
        SkeletonBinary.BONE_SHEAR = 3;
        SkeletonBinary.SLOT_ATTACHMENT = 0;
        SkeletonBinary.SLOT_COLOR = 1;
        SkeletonBinary.SLOT_TWO_COLOR = 2;
        SkeletonBinary.PATH_POSITION = 0;
        SkeletonBinary.PATH_SPACING = 1;
        SkeletonBinary.PATH_MIX = 2;
        SkeletonBinary.CURVE_LINEAR = 0;
        SkeletonBinary.CURVE_STEPPED = 1;
        SkeletonBinary.CURVE_BEZIER = 2;
        return SkeletonBinary;
    }());
    spine.SkeletonBinary = SkeletonBinary;
    var BinaryInput = (function () {
        function BinaryInput(data, strings, index, buffer) {
            if (strings === void 0) { strings = new Array(); }
            if (index === void 0) { index = 0; }
            if (buffer === void 0) { buffer = new DataView(data.buffer); }
            this.strings = strings;
            this.index = index;
            this.buffer = buffer;
        }
        BinaryInput.prototype.readByte = function () {
            return this.buffer.getInt8(this.index++);
        };
        BinaryInput.prototype.readShort = function () {
            var value = this.buffer.getInt16(this.index);
            this.index += 2;
            return value;
        };
        BinaryInput.prototype.readInt32 = function () {
            var value = this.buffer.getInt32(this.index);
            this.index += 4;
            return value;
        };
        BinaryInput.prototype.readInt = function (optimizePositive) {
            var b = this.readByte();
            var result = b & 0x7F;
            if ((b & 0x80) != 0) {
                b = this.readByte();
                result |= (b & 0x7F) << 7;
                if ((b & 0x80) != 0) {
                    b = this.readByte();
                    result |= (b & 0x7F) << 14;
                    if ((b & 0x80) != 0) {
                        b = this.readByte();
                        result |= (b & 0x7F) << 21;
                        if ((b & 0x80) != 0) {
                            b = this.readByte();
                            result |= (b & 0x7F) << 28;
                        }
                    }
                }
            }
            return optimizePositive ? result : ((result >>> 1) ^ -(result & 1));
        };
        BinaryInput.prototype.readStringRef = function () {
            var index = this.readInt(true);
            return index == 0 ? null : this.strings[index - 1];
        };
        BinaryInput.prototype.readString = function () {
            var byteCount = this.readInt(true);
            switch (byteCount) {
                case 0:
                    return null;
                case 1:
                    return "";
            }
            byteCount--;
            var chars = "";
            var charCount = 0;
            for (var i = 0; i < byteCount;) {
                var b = this.readByte();
                switch (b >> 4) {
                    case 12:
                    case 13:
                        chars += String.fromCharCode(((b & 0x1F) << 6 | this.readByte() & 0x3F));
                        i += 2;
                        break;
                    case 14:
                        chars += String.fromCharCode(((b & 0x0F) << 12 | (this.readByte() & 0x3F) << 6 | this.readByte() & 0x3F));
                        i += 3;
                        break;
                    default:
                        chars += String.fromCharCode(b);
                        i++;
                }
            }
            return chars;
        };
        BinaryInput.prototype.readFloat = function () {
            var value = this.buffer.getFloat32(this.index);
            this.index += 4;
            return value;
        };
        BinaryInput.prototype.readBoolean = function () {
            return this.readByte() != 0;
        };
        return BinaryInput;
    }());
    var LinkedMesh = (function () {
        function LinkedMesh(mesh, skin, slotIndex, parent, inheritDeform) {
            this.mesh = mesh;
            this.skin = skin;
            this.slotIndex = slotIndex;
            this.parent = parent;
            this.inheritDeform = inheritDeform;
        }
        return LinkedMesh;
    }());
    var Vertices = (function () {
        function Vertices(bones, vertices) {
            if (bones === void 0) { bones = null; }
            if (vertices === void 0) { vertices = null; }
            this.bones = bones;
            this.vertices = vertices;
        }
        return Vertices;
    }());
})(spine || (spine = {}));
var spine;
(function (spine) {
    var SkeletonBounds = (function () {
        function SkeletonBounds() {
            this.minX = 0;
            this.minY = 0;
            this.maxX = 0;
            this.maxY = 0;
            this.boundingBoxes = new Array();
            this.polygons = new Array();
            this.polygonPool = new spine.Pool(function () {
                return spine.Utils.newFloatArray(16);
            });
        }
        SkeletonBounds.prototype.update = function (skeleton, updateAabb) {
            if (skeleton == null)
                throw new Error("skeleton cannot be null.");
            var boundingBoxes = this.boundingBoxes;
            var polygons = this.polygons;
            var polygonPool = this.polygonPool;
            var slots = skeleton.slots;
            var slotCount = slots.length;
            boundingBoxes.length = 0;
            polygonPool.freeAll(polygons);
            polygons.length = 0;
            for (var i = 0; i < slotCount; i++) {
                var slot = slots[i];
                if (!slot.bone.active)
                    continue;
                var attachment = slot.getAttachment();
                if (attachment instanceof spine.BoundingBoxAttachment) {
                    var boundingBox = attachment;
                    boundingBoxes.push(boundingBox);
                    var polygon = polygonPool.obtain();
                    if (polygon.length != boundingBox.worldVerticesLength) {
                        polygon = spine.Utils.newFloatArray(boundingBox.worldVerticesLength);
                    }
                    polygons.push(polygon);
                    boundingBox.computeWorldVertices(slot, 0, boundingBox.worldVerticesLength, polygon, 0, 2);
                }
            }
            if (updateAabb) {
                this.aabbCompute();
            }
            else {
                this.minX = Number.POSITIVE_INFINITY;
                this.minY = Number.POSITIVE_INFINITY;
                this.maxX = Number.NEGATIVE_INFINITY;
                this.maxY = Number.NEGATIVE_INFINITY;
            }
        };
        SkeletonBounds.prototype.aabbCompute = function () {
            var minX = Number.POSITIVE_INFINITY, minY = Number.POSITIVE_INFINITY, maxX = Number.NEGATIVE_INFINITY, maxY = Number.NEGATIVE_INFINITY;
            var polygons = this.polygons;
            for (var i = 0, n = polygons.length; i < n; i++) {
                var polygon = polygons[i];
                var vertices = polygon;
                for (var ii = 0, nn = polygon.length; ii < nn; ii += 2) {
                    var x = vertices[ii];
                    var y = vertices[ii + 1];
                    minX = Math.min(minX, x);
                    minY = Math.min(minY, y);
                    maxX = Math.max(maxX, x);
                    maxY = Math.max(maxY, y);
                }
            }
            this.minX = minX;
            this.minY = minY;
            this.maxX = maxX;
            this.maxY = maxY;
        };
        SkeletonBounds.prototype.aabbContainsPoint = function (x, y) {
            return x >= this.minX && x <= this.maxX && y >= this.minY && y <= this.maxY;
        };
        SkeletonBounds.prototype.aabbIntersectsSegment = function (x1, y1, x2, y2) {
            var minX = this.minX;
            var minY = this.minY;
            var maxX = this.maxX;
            var maxY = this.maxY;
            if ((x1 <= minX && x2 <= minX) || (y1 <= minY && y2 <= minY) || (x1 >= maxX && x2 >= maxX) || (y1 >= maxY && y2 >= maxY))
                return false;
            var m = (y2 - y1) / (x2 - x1);
            var y = m * (minX - x1) + y1;
            if (y > minY && y < maxY)
                return true;
            y = m * (maxX - x1) + y1;
            if (y > minY && y < maxY)
                return true;
            var x = (minY - y1) / m + x1;
            if (x > minX && x < maxX)
                return true;
            x = (maxY - y1) / m + x1;
            if (x > minX && x < maxX)
                return true;
            return false;
        };
        SkeletonBounds.prototype.aabbIntersectsSkeleton = function (bounds) {
            return this.minX < bounds.maxX && this.maxX > bounds.minX && this.minY < bounds.maxY && this.maxY > bounds.minY;
        };
        SkeletonBounds.prototype.containsPoint = function (x, y) {
            var polygons = this.polygons;
            for (var i = 0, n = polygons.length; i < n; i++)
                if (this.containsPointPolygon(polygons[i], x, y))
                    return this.boundingBoxes[i];
            return null;
        };
        SkeletonBounds.prototype.containsPointPolygon = function (polygon, x, y) {
            var vertices = polygon;
            var nn = polygon.length;
            var prevIndex = nn - 2;
            var inside = false;
            for (var ii = 0; ii < nn; ii += 2) {
                var vertexY = vertices[ii + 1];
                var prevY = vertices[prevIndex + 1];
                if ((vertexY < y && prevY >= y) || (prevY < y && vertexY >= y)) {
                    var vertexX = vertices[ii];
                    if (vertexX + (y - vertexY) / (prevY - vertexY) * (vertices[prevIndex] - vertexX) < x)
                        inside = !inside;
                }
                prevIndex = ii;
            }
            return inside;
        };
        SkeletonBounds.prototype.intersectsSegment = function (x1, y1, x2, y2) {
            var polygons = this.polygons;
            for (var i = 0, n = polygons.length; i < n; i++)
                if (this.intersectsSegmentPolygon(polygons[i], x1, y1, x2, y2))
                    return this.boundingBoxes[i];
            return null;
        };
        SkeletonBounds.prototype.intersectsSegmentPolygon = function (polygon, x1, y1, x2, y2) {
            var vertices = polygon;
            var nn = polygon.length;
            var width12 = x1 - x2, height12 = y1 - y2;
            var det1 = x1 * y2 - y1 * x2;
            var x3 = vertices[nn - 2], y3 = vertices[nn - 1];
            for (var ii = 0; ii < nn; ii += 2) {
                var x4 = vertices[ii], y4 = vertices[ii + 1];
                var det2 = x3 * y4 - y3 * x4;
                var width34 = x3 - x4, height34 = y3 - y4;
                var det3 = width12 * height34 - height12 * width34;
                var x = (det1 * width34 - width12 * det2) / det3;
                if (((x >= x3 && x <= x4) || (x >= x4 && x <= x3)) && ((x >= x1 && x <= x2) || (x >= x2 && x <= x1))) {
                    var y = (det1 * height34 - height12 * det2) / det3;
                    if (((y >= y3 && y <= y4) || (y >= y4 && y <= y3)) && ((y >= y1 && y <= y2) || (y >= y2 && y <= y1)))
                        return true;
                }
                x3 = x4;
                y3 = y4;
            }
            return false;
        };
        SkeletonBounds.prototype.getPolygon = function (boundingBox) {
            if (boundingBox == null)
                throw new Error("boundingBox cannot be null.");
            var index = this.boundingBoxes.indexOf(boundingBox);
            return index == -1 ? null : this.polygons[index];
        };
        SkeletonBounds.prototype.getWidth = function () {
            return this.maxX - this.minX;
        };
        SkeletonBounds.prototype.getHeight = function () {
            return this.maxY - this.minY;
        };
        return SkeletonBounds;
    }());
    spine.SkeletonBounds = SkeletonBounds;
})(spine || (spine = {}));
var spine;
(function (spine) {
    var SkeletonClipping = (function () {
        function SkeletonClipping() {
            this.triangulator = new spine.Triangulator();
            this.clippingPolygon = new Array();
            this.clipOutput = new Array();
            this.clippedVertices = new Array();
            this.clippedTriangles = new Array();
            this.scratch = new Array();
        }
        SkeletonClipping.prototype.clipStart = function (slot, clip) {
            if (this.clipAttachment != null)
                return 0;
            this.clipAttachment = clip;
            var n = clip.worldVerticesLength;
            var vertices = spine.Utils.setArraySize(this.clippingPolygon, n);
            clip.computeWorldVertices(slot, 0, n, vertices, 0, 2);
            var clippingPolygon = this.clippingPolygon;
            SkeletonClipping.makeClockwise(clippingPolygon);
            var clippingPolygons = this.clippingPolygons = this.triangulator.decompose(clippingPolygon, this.triangulator.triangulate(clippingPolygon));
            for (var i = 0, n_1 = clippingPolygons.length; i < n_1; i++) {
                var polygon = clippingPolygons[i];
                SkeletonClipping.makeClockwise(polygon);
                polygon.push(polygon[0]);
                polygon.push(polygon[1]);
            }
            return clippingPolygons.length;
        };
        SkeletonClipping.prototype.clipEndWithSlot = function (slot) {
            if (this.clipAttachment != null && this.clipAttachment.endSlot == slot.data)
                this.clipEnd();
        };
        SkeletonClipping.prototype.clipEnd = function () {
            if (this.clipAttachment == null)
                return;
            this.clipAttachment = null;
            this.clippingPolygons = null;
            this.clippedVertices.length = 0;
            this.clippedTriangles.length = 0;
            this.clippingPolygon.length = 0;
        };
        SkeletonClipping.prototype.isClipping = function () {
            return this.clipAttachment != null;
        };
        SkeletonClipping.prototype.clipTriangles = function (vertices, verticesLength, triangles, trianglesLength, uvs, light, dark, twoColor) {
            var clipOutput = this.clipOutput, clippedVertices = this.clippedVertices;
            var clippedTriangles = this.clippedTriangles;
            var polygons = this.clippingPolygons;
            var polygonsCount = this.clippingPolygons.length;
            var vertexSize = twoColor ? 12 : 8;
            var index = 0;
            clippedVertices.length = 0;
            clippedTriangles.length = 0;
            outer: for (var i = 0; i < trianglesLength; i += 3) {
                var vertexOffset = triangles[i] << 1;
                var x1 = vertices[vertexOffset], y1 = vertices[vertexOffset + 1];
                var u1 = uvs[vertexOffset], v1 = uvs[vertexOffset + 1];
                vertexOffset = triangles[i + 1] << 1;
                var x2 = vertices[vertexOffset], y2 = vertices[vertexOffset + 1];
                var u2 = uvs[vertexOffset], v2 = uvs[vertexOffset + 1];
                vertexOffset = triangles[i + 2] << 1;
                var x3 = vertices[vertexOffset], y3 = vertices[vertexOffset + 1];
                var u3 = uvs[vertexOffset], v3 = uvs[vertexOffset + 1];
                for (var p = 0; p < polygonsCount; p++) {
                    var s = clippedVertices.length;
                    if (this.clip(x1, y1, x2, y2, x3, y3, polygons[p], clipOutput)) {
                        var clipOutputLength = clipOutput.length;
                        if (clipOutputLength == 0)
                            continue;
                        var d0 = y2 - y3, d1 = x3 - x2, d2 = x1 - x3, d4 = y3 - y1;
                        var d = 1 / (d0 * d2 + d1 * (y1 - y3));
                        var clipOutputCount = clipOutputLength >> 1;
                        var clipOutputItems = this.clipOutput;
                        var clippedVerticesItems = spine.Utils.setArraySize(clippedVertices, s + clipOutputCount * vertexSize);
                        for (var ii = 0; ii < clipOutputLength; ii += 2) {
                            var x = clipOutputItems[ii], y = clipOutputItems[ii + 1];
                            clippedVerticesItems[s] = x;
                            clippedVerticesItems[s + 1] = y;
                            clippedVerticesItems[s + 2] = light.r;
                            clippedVerticesItems[s + 3] = light.g;
                            clippedVerticesItems[s + 4] = light.b;
                            clippedVerticesItems[s + 5] = light.a;
                            var c0 = x - x3, c1 = y - y3;
                            var a = (d0 * c0 + d1 * c1) * d;
                            var b = (d4 * c0 + d2 * c1) * d;
                            var c = 1 - a - b;
                            clippedVerticesItems[s + 6] = u1 * a + u2 * b + u3 * c;
                            clippedVerticesItems[s + 7] = v1 * a + v2 * b + v3 * c;
                            if (twoColor) {
                                clippedVerticesItems[s + 8] = dark.r;
                                clippedVerticesItems[s + 9] = dark.g;
                                clippedVerticesItems[s + 10] = dark.b;
                                clippedVerticesItems[s + 11] = dark.a;
                            }
                            s += vertexSize;
                        }
                        s = clippedTriangles.length;
                        var clippedTrianglesItems = spine.Utils.setArraySize(clippedTriangles, s + 3 * (clipOutputCount - 2));
                        clipOutputCount--;
                        for (var ii = 1; ii < clipOutputCount; ii++) {
                            clippedTrianglesItems[s] = index;
                            clippedTrianglesItems[s + 1] = (index + ii);
                            clippedTrianglesItems[s + 2] = (index + ii + 1);
                            s += 3;
                        }
                        index += clipOutputCount + 1;
                    }
                    else {
                        var clippedVerticesItems = spine.Utils.setArraySize(clippedVertices, s + 3 * vertexSize);
                        clippedVerticesItems[s] = x1;
                        clippedVerticesItems[s + 1] = y1;
                        clippedVerticesItems[s + 2] = light.r;
                        clippedVerticesItems[s + 3] = light.g;
                        clippedVerticesItems[s + 4] = light.b;
                        clippedVerticesItems[s + 5] = light.a;
                        if (!twoColor) {
                            clippedVerticesItems[s + 6] = u1;
                            clippedVerticesItems[s + 7] = v1;
                            clippedVerticesItems[s + 8] = x2;
                            clippedVerticesItems[s + 9] = y2;
                            clippedVerticesItems[s + 10] = light.r;
                            clippedVerticesItems[s + 11] = light.g;
                            clippedVerticesItems[s + 12] = light.b;
                            clippedVerticesItems[s + 13] = light.a;
                            clippedVerticesItems[s + 14] = u2;
                            clippedVerticesItems[s + 15] = v2;
                            clippedVerticesItems[s + 16] = x3;
                            clippedVerticesItems[s + 17] = y3;
                            clippedVerticesItems[s + 18] = light.r;
                            clippedVerticesItems[s + 19] = light.g;
                            clippedVerticesItems[s + 20] = light.b;
                            clippedVerticesItems[s + 21] = light.a;
                            clippedVerticesItems[s + 22] = u3;
                            clippedVerticesItems[s + 23] = v3;
                        }
                        else {
                            clippedVerticesItems[s + 6] = u1;
                            clippedVerticesItems[s + 7] = v1;
                            clippedVerticesItems[s + 8] = dark.r;
                            clippedVerticesItems[s + 9] = dark.g;
                            clippedVerticesItems[s + 10] = dark.b;
                            clippedVerticesItems[s + 11] = dark.a;
                            clippedVerticesItems[s + 12] = x2;
                            clippedVerticesItems[s + 13] = y2;
                            clippedVerticesItems[s + 14] = light.r;
                            clippedVerticesItems[s + 15] = light.g;
                            clippedVerticesItems[s + 16] = light.b;
                            clippedVerticesItems[s + 17] = light.a;
                            clippedVerticesItems[s + 18] = u2;
                            clippedVerticesItems[s + 19] = v2;
                            clippedVerticesItems[s + 20] = dark.r;
                            clippedVerticesItems[s + 21] = dark.g;
                            clippedVerticesItems[s + 22] = dark.b;
                            clippedVerticesItems[s + 23] = dark.a;
                            clippedVerticesItems[s + 24] = x3;
                            clippedVerticesItems[s + 25] = y3;
                            clippedVerticesItems[s + 26] = light.r;
                            clippedVerticesItems[s + 27] = light.g;
                            clippedVerticesItems[s + 28] = light.b;
                            clippedVerticesItems[s + 29] = light.a;
                            clippedVerticesItems[s + 30] = u3;
                            clippedVerticesItems[s + 31] = v3;
                            clippedVerticesItems[s + 32] = dark.r;
                            clippedVerticesItems[s + 33] = dark.g;
                            clippedVerticesItems[s + 34] = dark.b;
                            clippedVerticesItems[s + 35] = dark.a;
                        }
                        s = clippedTriangles.length;
                        var clippedTrianglesItems = spine.Utils.setArraySize(clippedTriangles, s + 3);
                        clippedTrianglesItems[s] = index;
                        clippedTrianglesItems[s + 1] = (index + 1);
                        clippedTrianglesItems[s + 2] = (index + 2);
                        index += 3;
                        continue outer;
                    }
                }
            }
        };
        SkeletonClipping.prototype.clip = function (x1, y1, x2, y2, x3, y3, clippingArea, output) {
            var originalOutput = output;
            var clipped = false;
            var input = null;
            if (clippingArea.length % 4 >= 2) {
                input = output;
                output = this.scratch;
            }
            else
                input = this.scratch;
            input.length = 0;
            input.push(x1);
            input.push(y1);
            input.push(x2);
            input.push(y2);
            input.push(x3);
            input.push(y3);
            input.push(x1);
            input.push(y1);
            output.length = 0;
            var clippingVertices = clippingArea;
            var clippingVerticesLast = clippingArea.length - 4;
            for (var i = 0;; i += 2) {
                var edgeX = clippingVertices[i], edgeY = clippingVertices[i + 1];
                var edgeX2 = clippingVertices[i + 2], edgeY2 = clippingVertices[i + 3];
                var deltaX = edgeX - edgeX2, deltaY = edgeY - edgeY2;
                var inputVertices = input;
                var inputVerticesLength = input.length - 2, outputStart = output.length;
                for (var ii = 0; ii < inputVerticesLength; ii += 2) {
                    var inputX = inputVertices[ii], inputY = inputVertices[ii + 1];
                    var inputX2 = inputVertices[ii + 2], inputY2 = inputVertices[ii + 3];
                    var side2 = deltaX * (inputY2 - edgeY2) - deltaY * (inputX2 - edgeX2) > 0;
                    if (deltaX * (inputY - edgeY2) - deltaY * (inputX - edgeX2) > 0) {
                        if (side2) {
                            output.push(inputX2);
                            output.push(inputY2);
                            continue;
                        }
                        var c0 = inputY2 - inputY, c2 = inputX2 - inputX;
                        var s = c0 * (edgeX2 - edgeX) - c2 * (edgeY2 - edgeY);
                        if (Math.abs(s) > 0.000001) {
                            var ua = (c2 * (edgeY - inputY) - c0 * (edgeX - inputX)) / s;
                            output.push(edgeX + (edgeX2 - edgeX) * ua);
                            output.push(edgeY + (edgeY2 - edgeY) * ua);
                        }
                        else {
                            output.push(edgeX);
                            output.push(edgeY);
                        }
                    }
                    else if (side2) {
                        var c0 = inputY2 - inputY, c2 = inputX2 - inputX;
                        var s = c0 * (edgeX2 - edgeX) - c2 * (edgeY2 - edgeY);
                        if (Math.abs(s) > 0.000001) {
                            var ua = (c2 * (edgeY - inputY) - c0 * (edgeX - inputX)) / s;
                            output.push(edgeX + (edgeX2 - edgeX) * ua);
                            output.push(edgeY + (edgeY2 - edgeY) * ua);
                        }
                        else {
                            output.push(edgeX);
                            output.push(edgeY);
                        }
                        output.push(inputX2);
                        output.push(inputY2);
                    }
                    clipped = true;
                }
                if (outputStart == output.length) {
                    originalOutput.length = 0;
                    return true;
                }
                output.push(output[0]);
                output.push(output[1]);
                if (i == clippingVerticesLast)
                    break;
                var temp = output;
                output = input;
                output.length = 0;
                input = temp;
            }
            if (originalOutput != output) {
                originalOutput.length = 0;
                for (var i = 0, n = output.length - 2; i < n; i++)
                    originalOutput[i] = output[i];
            }
            else
                originalOutput.length = originalOutput.length - 2;
            return clipped;
        };
        SkeletonClipping.makeClockwise = function (polygon) {
            var vertices = polygon;
            var verticeslength = polygon.length;
            var area = vertices[verticeslength - 2] * vertices[1] - vertices[0] * vertices[verticeslength - 1], p1x = 0, p1y = 0, p2x = 0, p2y = 0;
            for (var i = 0, n = verticeslength - 3; i < n; i += 2) {
                p1x = vertices[i];
                p1y = vertices[i + 1];
                p2x = vertices[i + 2];
                p2y = vertices[i + 3];
                area += p1x * p2y - p2x * p1y;
            }
            if (area < 0)
                return;
            for (var i = 0, lastX = verticeslength - 2, n = verticeslength >> 1; i < n; i += 2) {
                var x = vertices[i], y = vertices[i + 1];
                var other = lastX - i;
                vertices[i] = vertices[other];
                vertices[i + 1] = vertices[other + 1];
                vertices[other] = x;
                vertices[other + 1] = y;
            }
        };
        return SkeletonClipping;
    }());
    spine.SkeletonClipping = SkeletonClipping;
})(spine || (spine = {}));
var spine;
(function (spine) {
    var SkeletonData = (function () {
        function SkeletonData() {
            this.bones = new Array();
            this.slots = new Array();
            this.skins = new Array();
            this.events = new Array();
            this.animations = new Array();
            this.ikConstraints = new Array();
            this.transformConstraints = new Array();
            this.pathConstraints = new Array();
            this.fps = 0;
        }
        SkeletonData.prototype.findBone = function (boneName) {
            if (boneName == null)
                throw new Error("boneName cannot be null.");
            var bones = this.bones;
            for (var i = 0, n = bones.length; i < n; i++) {
                var bone = bones[i];
                if (bone.name == boneName)
                    return bone;
            }
            return null;
        };
        SkeletonData.prototype.findBoneIndex = function (boneName) {
            if (boneName == null)
                throw new Error("boneName cannot be null.");
            var bones = this.bones;
            for (var i = 0, n = bones.length; i < n; i++)
                if (bones[i].name == boneName)
                    return i;
            return -1;
        };
        SkeletonData.prototype.findSlot = function (slotName) {
            if (slotName == null)
                throw new Error("slotName cannot be null.");
            var slots = this.slots;
            for (var i = 0, n = slots.length; i < n; i++) {
                var slot = slots[i];
                if (slot.name == slotName)
                    return slot;
            }
            return null;
        };
        SkeletonData.prototype.findSlotIndex = function (slotName) {
            if (slotName == null)
                throw new Error("slotName cannot be null.");
            var slots = this.slots;
            for (var i = 0, n = slots.length; i < n; i++)
                if (slots[i].name == slotName)
                    return i;
            return -1;
        };
        SkeletonData.prototype.findSkin = function (skinName) {
            if (skinName == null)
                throw new Error("skinName cannot be null.");
            var skins = this.skins;
            for (var i = 0, n = skins.length; i < n; i++) {
                var skin = skins[i];
                if (skin.name == skinName)
                    return skin;
            }
            return null;
        };
        SkeletonData.prototype.findEvent = function (eventDataName) {
            if (eventDataName == null)
                throw new Error("eventDataName cannot be null.");
            var events = this.events;
            for (var i = 0, n = events.length; i < n; i++) {
                var event_5 = events[i];
                if (event_5.name == eventDataName)
                    return event_5;
            }
            return null;
        };
        SkeletonData.prototype.findAnimation = function (animationName) {
            if (animationName == null)
                throw new Error("animationName cannot be null.");
            var animations = this.animations;
            for (var i = 0, n = animations.length; i < n; i++) {
                var animation = animations[i];
                if (animation.name == animationName)
                    return animation;
            }
            return null;
        };
        SkeletonData.prototype.findIkConstraint = function (constraintName) {
            if (constraintName == null)
                throw new Error("constraintName cannot be null.");
            var ikConstraints = this.ikConstraints;
            for (var i = 0, n = ikConstraints.length; i < n; i++) {
                var constraint = ikConstraints[i];
                if (constraint.name == constraintName)
                    return constraint;
            }
            return null;
        };
        SkeletonData.prototype.findTransformConstraint = function (constraintName) {
            if (constraintName == null)
                throw new Error("constraintName cannot be null.");
            var transformConstraints = this.transformConstraints;
            for (var i = 0, n = transformConstraints.length; i < n; i++) {
                var constraint = transformConstraints[i];
                if (constraint.name == constraintName)
                    return constraint;
            }
            return null;
        };
        SkeletonData.prototype.findPathConstraint = function (constraintName) {
            if (constraintName == null)
                throw new Error("constraintName cannot be null.");
            var pathConstraints = this.pathConstraints;
            for (var i = 0, n = pathConstraints.length; i < n; i++) {
                var constraint = pathConstraints[i];
                if (constraint.name == constraintName)
                    return constraint;
            }
            return null;
        };
        SkeletonData.prototype.findPathConstraintIndex = function (pathConstraintName) {
            if (pathConstraintName == null)
                throw new Error("pathConstraintName cannot be null.");
            var pathConstraints = this.pathConstraints;
            for (var i = 0, n = pathConstraints.length; i < n; i++)
                if (pathConstraints[i].name == pathConstraintName)
                    return i;
            return -1;
        };
        return SkeletonData;
    }());
    spine.SkeletonData = SkeletonData;
})(spine || (spine = {}));
var spine;
(function (spine) {
    var SkeletonJson = (function () {
        function SkeletonJson(attachmentLoader) {
            this.scale = 1;
            this.linkedMeshes = new Array();
            this.attachmentLoader = attachmentLoader;
        }
        SkeletonJson.prototype.readSkeletonData = function (json) {
            var scale = this.scale;
            var skeletonData = new spine.SkeletonData();
            var root = typeof (json) === "string" ? JSON.parse(json) : json;
            var skeletonMap = root.skeleton;
            if (skeletonMap != null) {
                skeletonData.hash = skeletonMap.hash;
                skeletonData.version = skeletonMap.spine;
                skeletonData.x = skeletonMap.x;
                skeletonData.y = skeletonMap.y;
                skeletonData.width = skeletonMap.width;
                skeletonData.height = skeletonMap.height;
                skeletonData.fps = skeletonMap.fps;
                skeletonData.imagesPath = skeletonMap.images;
            }
            if (root.bones) {
                for (var i = 0; i < root.bones.length; i++) {
                    var boneMap = root.bones[i];
                    var parent_5 = null;
                    var parentName = this.getValue(boneMap, "parent", null);
                    if (parentName != null) {
                        parent_5 = skeletonData.findBone(parentName);
                        if (parent_5 == null)
                            throw new Error("Parent bone not found: " + parentName);
                    }
                    var data = new spine.BoneData(skeletonData.bones.length, boneMap.name, parent_5);
                    data.length = this.getValue(boneMap, "length", 0) * scale;
                    data.x = this.getValue(boneMap, "x", 0) * scale;
                    data.y = this.getValue(boneMap, "y", 0) * scale;
                    data.rotation = this.getValue(boneMap, "rotation", 0);
                    data.scaleX = this.getValue(boneMap, "scaleX", 1);
                    data.scaleY = this.getValue(boneMap, "scaleY", 1);
                    data.shearX = this.getValue(boneMap, "shearX", 0);
                    data.shearY = this.getValue(boneMap, "shearY", 0);
                    data.transformMode = SkeletonJson.transformModeFromString(this.getValue(boneMap, "transform", "normal"));
                    data.skinRequired = this.getValue(boneMap, "skin", false);
                    skeletonData.bones.push(data);
                }
            }
            if (root.slots) {
                for (var i = 0; i < root.slots.length; i++) {
                    var slotMap = root.slots[i];
                    var slotName = slotMap.name;
                    var boneName = slotMap.bone;
                    var boneData = skeletonData.findBone(boneName);
                    if (boneData == null)
                        throw new Error("Slot bone not found: " + boneName);
                    var data = new spine.SlotData(skeletonData.slots.length, slotName, boneData);
                    var color = this.getValue(slotMap, "color", null);
                    if (color != null)
                        data.color.setFromString(color);
                    var dark = this.getValue(slotMap, "dark", null);
                    if (dark != null) {
                        data.darkColor = new spine.Color(1, 1, 1, 1);
                        data.darkColor.setFromString(dark);
                    }
                    data.attachmentName = this.getValue(slotMap, "attachment", null);
                    data.blendMode = SkeletonJson.blendModeFromString(this.getValue(slotMap, "blend", "normal"));
                    skeletonData.slots.push(data);
                }
            }
            if (root.ik) {
                for (var i = 0; i < root.ik.length; i++) {
                    var constraintMap = root.ik[i];
                    var data = new spine.IkConstraintData(constraintMap.name);
                    data.order = this.getValue(constraintMap, "order", 0);
                    data.skinRequired = this.getValue(constraintMap, "skin", false);
                    for (var j = 0; j < constraintMap.bones.length; j++) {
                        var boneName = constraintMap.bones[j];
                        var bone = skeletonData.findBone(boneName);
                        if (bone == null)
                            throw new Error("IK bone not found: " + boneName);
                        data.bones.push(bone);
                    }
                    var targetName = constraintMap.target;
                    data.target = skeletonData.findBone(targetName);
                    if (data.target == null)
                        throw new Error("IK target bone not found: " + targetName);
                    data.mix = this.getValue(constraintMap, "mix", 1);
                    data.softness = this.getValue(constraintMap, "softness", 0) * scale;
                    data.bendDirection = this.getValue(constraintMap, "bendPositive", true) ? 1 : -1;
                    data.compress = this.getValue(constraintMap, "compress", false);
                    data.stretch = this.getValue(constraintMap, "stretch", false);
                    data.uniform = this.getValue(constraintMap, "uniform", false);
                    skeletonData.ikConstraints.push(data);
                }
            }
            if (root.transform) {
                for (var i = 0; i < root.transform.length; i++) {
                    var constraintMap = root.transform[i];
                    var data = new spine.TransformConstraintData(constraintMap.name);
                    data.order = this.getValue(constraintMap, "order", 0);
                    data.skinRequired = this.getValue(constraintMap, "skin", false);
                    for (var j = 0; j < constraintMap.bones.length; j++) {
                        var boneName = constraintMap.bones[j];
                        var bone = skeletonData.findBone(boneName);
                        if (bone == null)
                            throw new Error("Transform constraint bone not found: " + boneName);
                        data.bones.push(bone);
                    }
                    var targetName = constraintMap.target;
                    data.target = skeletonData.findBone(targetName);
                    if (data.target == null)
                        throw new Error("Transform constraint target bone not found: " + targetName);
                    data.local = this.getValue(constraintMap, "local", false);
                    data.relative = this.getValue(constraintMap, "relative", false);
                    data.offsetRotation = this.getValue(constraintMap, "rotation", 0);
                    data.offsetX = this.getValue(constraintMap, "x", 0) * scale;
                    data.offsetY = this.getValue(constraintMap, "y", 0) * scale;
                    data.offsetScaleX = this.getValue(constraintMap, "scaleX", 0);
                    data.offsetScaleY = this.getValue(constraintMap, "scaleY", 0);
                    data.offsetShearY = this.getValue(constraintMap, "shearY", 0);
                    data.rotateMix = this.getValue(constraintMap, "rotateMix", 1);
                    data.translateMix = this.getValue(constraintMap, "translateMix", 1);
                    data.scaleMix = this.getValue(constraintMap, "scaleMix", 1);
                    data.shearMix = this.getValue(constraintMap, "shearMix", 1);
                    skeletonData.transformConstraints.push(data);
                }
            }
            if (root.path) {
                for (var i = 0; i < root.path.length; i++) {
                    var constraintMap = root.path[i];
                    var data = new spine.PathConstraintData(constraintMap.name);
                    data.order = this.getValue(constraintMap, "order", 0);
                    data.skinRequired = this.getValue(constraintMap, "skin", false);
                    for (var j = 0; j < constraintMap.bones.length; j++) {
                        var boneName = constraintMap.bones[j];
                        var bone = skeletonData.findBone(boneName);
                        if (bone == null)
                            throw new Error("Transform constraint bone not found: " + boneName);
                        data.bones.push(bone);
                    }
                    var targetName = constraintMap.target;
                    data.target = skeletonData.findSlot(targetName);
                    if (data.target == null)
                        throw new Error("Path target slot not found: " + targetName);
                    data.positionMode = SkeletonJson.positionModeFromString(this.getValue(constraintMap, "positionMode", "percent"));
                    data.spacingMode = SkeletonJson.spacingModeFromString(this.getValue(constraintMap, "spacingMode", "length"));
                    data.rotateMode = SkeletonJson.rotateModeFromString(this.getValue(constraintMap, "rotateMode", "tangent"));
                    data.offsetRotation = this.getValue(constraintMap, "rotation", 0);
                    data.position = this.getValue(constraintMap, "position", 0);
                    if (data.positionMode == spine.PositionMode.Fixed)
                        data.position *= scale;
                    data.spacing = this.getValue(constraintMap, "spacing", 0);
                    if (data.spacingMode == spine.SpacingMode.Length || data.spacingMode == spine.SpacingMode.Fixed)
                        data.spacing *= scale;
                    data.rotateMix = this.getValue(constraintMap, "rotateMix", 1);
                    data.translateMix = this.getValue(constraintMap, "translateMix", 1);
                    skeletonData.pathConstraints.push(data);
                }
            }
            if (root.skins) {
                for (var i = 0; i < root.skins.length; i++) {
                    var skinMap = root.skins[i];
                    var skin = new spine.Skin(skinMap.name);
                    if (skinMap.bones) {
                        for (var ii = 0; ii < skinMap.bones.length; ii++) {
                            var bone = skeletonData.findBone(skinMap.bones[ii]);
                            if (bone == null)
                                throw new Error("Skin bone not found: " + skinMap.bones[i]);
                            skin.bones.push(bone);
                        }
                    }
                    if (skinMap.ik) {
                        for (var ii = 0; ii < skinMap.ik.length; ii++) {
                            var constraint = skeletonData.findIkConstraint(skinMap.ik[ii]);
                            if (constraint == null)
                                throw new Error("Skin IK constraint not found: " + skinMap.ik[i]);
                            skin.constraints.push(constraint);
                        }
                    }
                    if (skinMap.transform) {
                        for (var ii = 0; ii < skinMap.transform.length; ii++) {
                            var constraint = skeletonData.findTransformConstraint(skinMap.transform[ii]);
                            if (constraint == null)
                                throw new Error("Skin transform constraint not found: " + skinMap.transform[i]);
                            skin.constraints.push(constraint);
                        }
                    }
                    if (skinMap.path) {
                        for (var ii = 0; ii < skinMap.path.length; ii++) {
                            var constraint = skeletonData.findPathConstraint(skinMap.path[ii]);
                            if (constraint == null)
                                throw new Error("Skin path constraint not found: " + skinMap.path[i]);
                            skin.constraints.push(constraint);
                        }
                    }
                    for (var slotName in skinMap.attachments) {
                        var slot = skeletonData.findSlot(slotName);
                        if (slot == null)
                            throw new Error("Slot not found: " + slotName);
                        var slotMap = skinMap.attachments[slotName];
                        for (var entryName in slotMap) {
                            var attachment = this.readAttachment(slotMap[entryName], skin, slot.index, entryName, skeletonData);
                            if (attachment != null)
                                skin.setAttachment(slot.index, entryName, attachment);
                        }
                    }
                    skeletonData.skins.push(skin);
                    if (skin.name == "default")
                        skeletonData.defaultSkin = skin;
                }
            }
            for (var i = 0, n = this.linkedMeshes.length; i < n; i++) {
                var linkedMesh = this.linkedMeshes[i];
                var skin = linkedMesh.skin == null ? skeletonData.defaultSkin : skeletonData.findSkin(linkedMesh.skin);
                if (skin == null)
                    throw new Error("Skin not found: " + linkedMesh.skin);
                var parent_6 = skin.getAttachment(linkedMesh.slotIndex, linkedMesh.parent);
                if (parent_6 == null)
                    throw new Error("Parent mesh not found: " + linkedMesh.parent);
                linkedMesh.mesh.deformAttachment = linkedMesh.inheritDeform ? parent_6 : linkedMesh.mesh;
                linkedMesh.mesh.setParentMesh(parent_6);
                linkedMesh.mesh.updateUVs();
            }
            this.linkedMeshes.length = 0;
            if (root.events) {
                for (var eventName in root.events) {
                    var eventMap = root.events[eventName];
                    var data = new spine.EventData(eventName);
                    data.intValue = this.getValue(eventMap, "int", 0);
                    data.floatValue = this.getValue(eventMap, "float", 0);
                    data.stringValue = this.getValue(eventMap, "string", "");
                    data.audioPath = this.getValue(eventMap, "audio", null);
                    if (data.audioPath != null) {
                        data.volume = this.getValue(eventMap, "volume", 1);
                        data.balance = this.getValue(eventMap, "balance", 0);
                    }
                    skeletonData.events.push(data);
                }
            }
            if (root.animations) {
                for (var animationName in root.animations) {
                    var animationMap = root.animations[animationName];
                    this.readAnimation(animationMap, animationName, skeletonData);
                }
            }
            return skeletonData;
        };
        SkeletonJson.prototype.readAttachment = function (map, skin, slotIndex, name, skeletonData) {
            var scale = this.scale;
            name = this.getValue(map, "name", name);
            var type = this.getValue(map, "type", "region");
            switch (type) {
                case "region": {
                    var path = this.getValue(map, "path", name);
                    var region = this.attachmentLoader.newRegionAttachment(skin, name, path);
                    if (region == null)
                        return null;
                    region.path = path;
                    region.x = this.getValue(map, "x", 0) * scale;
                    region.y = this.getValue(map, "y", 0) * scale;
                    region.scaleX = this.getValue(map, "scaleX", 1);
                    region.scaleY = this.getValue(map, "scaleY", 1);
                    region.rotation = this.getValue(map, "rotation", 0);
                    region.width = map.width * scale;
                    region.height = map.height * scale;
                    var color = this.getValue(map, "color", null);
                    if (color != null)
                        region.color.setFromString(color);
                    region.updateOffset();
                    return region;
                }
                case "boundingbox": {
                    var box = this.attachmentLoader.newBoundingBoxAttachment(skin, name);
                    if (box == null)
                        return null;
                    this.readVertices(map, box, map.vertexCount << 1);
                    var color = this.getValue(map, "color", null);
                    if (color != null)
                        box.color.setFromString(color);
                    return box;
                }
                case "mesh":
                case "linkedmesh": {
                    var path = this.getValue(map, "path", name);
                    var mesh = this.attachmentLoader.newMeshAttachment(skin, name, path);
                    if (mesh == null)
                        return null;
                    mesh.path = path;
                    var color = this.getValue(map, "color", null);
                    if (color != null)
                        mesh.color.setFromString(color);
                    mesh.width = this.getValue(map, "width", 0) * scale;
                    mesh.height = this.getValue(map, "height", 0) * scale;
                    var parent_7 = this.getValue(map, "parent", null);
                    if (parent_7 != null) {
                        this.linkedMeshes.push(new LinkedMesh(mesh, this.getValue(map, "skin", null), slotIndex, parent_7, this.getValue(map, "deform", true)));
                        return mesh;
                    }
                    var uvs = map.uvs;
                    this.readVertices(map, mesh, uvs.length);
                    mesh.triangles = map.triangles;
                    mesh.regionUVs = uvs;
                    mesh.updateUVs();
                    mesh.edges = this.getValue(map, "edges", null);
                    mesh.hullLength = this.getValue(map, "hull", 0) * 2;
                    return mesh;
                }
                case "path": {
                    var path = this.attachmentLoader.newPathAttachment(skin, name);
                    if (path == null)
                        return null;
                    path.closed = this.getValue(map, "closed", false);
                    path.constantSpeed = this.getValue(map, "constantSpeed", true);
                    var vertexCount = map.vertexCount;
                    this.readVertices(map, path, vertexCount << 1);
                    var lengths = spine.Utils.newArray(vertexCount / 3, 0);
                    for (var i = 0; i < map.lengths.length; i++)
                        lengths[i] = map.lengths[i] * scale;
                    path.lengths = lengths;
                    var color = this.getValue(map, "color", null);
                    if (color != null)
                        path.color.setFromString(color);
                    return path;
                }
                case "point": {
                    var point = this.attachmentLoader.newPointAttachment(skin, name);
                    if (point == null)
                        return null;
                    point.x = this.getValue(map, "x", 0) * scale;
                    point.y = this.getValue(map, "y", 0) * scale;
                    point.rotation = this.getValue(map, "rotation", 0);
                    var color = this.getValue(map, "color", null);
                    if (color != null)
                        point.color.setFromString(color);
                    return point;
                }
                case "clipping": {
                    var clip = this.attachmentLoader.newClippingAttachment(skin, name);
                    if (clip == null)
                        return null;
                    var end = this.getValue(map, "end", null);
                    if (end != null) {
                        var slot = skeletonData.findSlot(end);
                        if (slot == null)
                            throw new Error("Clipping end slot not found: " + end);
                        clip.endSlot = slot;
                    }
                    var vertexCount = map.vertexCount;
                    this.readVertices(map, clip, vertexCount << 1);
                    var color = this.getValue(map, "color", null);
                    if (color != null)
                        clip.color.setFromString(color);
                    return clip;
                }
            }
            return null;
        };
        SkeletonJson.prototype.readVertices = function (map, attachment, verticesLength) {
            var scale = this.scale;
            attachment.worldVerticesLength = verticesLength;
            var vertices = map.vertices;
            if (verticesLength == vertices.length) {
                var scaledVertices = spine.Utils.toFloatArray(vertices);
                if (scale != 1) {
                    for (var i = 0, n = vertices.length; i < n; i++)
                        scaledVertices[i] *= scale;
                }
                attachment.vertices = scaledVertices;
                return;
            }
            var weights = new Array();
            var bones = new Array();
            for (var i = 0, n = vertices.length; i < n;) {
                var boneCount = vertices[i++];
                bones.push(boneCount);
                for (var nn = i + boneCount * 4; i < nn; i += 4) {
                    bones.push(vertices[i]);
                    weights.push(vertices[i + 1] * scale);
                    weights.push(vertices[i + 2] * scale);
                    weights.push(vertices[i + 3]);
                }
            }
            attachment.bones = bones;
            attachment.vertices = spine.Utils.toFloatArray(weights);
        };
        SkeletonJson.prototype.readAnimation = function (map, name, skeletonData) {
            var scale = this.scale;
            var timelines = new Array();
            var duration = 0;
            if (map.slots) {
                for (var slotName in map.slots) {
                    var slotMap = map.slots[slotName];
                    var slotIndex = skeletonData.findSlotIndex(slotName);
                    if (slotIndex == -1)
                        throw new Error("Slot not found: " + slotName);
                    for (var timelineName in slotMap) {
                        var timelineMap = slotMap[timelineName];
                        if (timelineName == "attachment") {
                            var timeline = new spine.AttachmentTimeline(timelineMap.length);
                            timeline.slotIndex = slotIndex;
                            var frameIndex = 0;
                            for (var i = 0; i < timelineMap.length; i++) {
                                var valueMap = timelineMap[i];
                                timeline.setFrame(frameIndex++, this.getValue(valueMap, "time", 0), valueMap.name);
                            }
                            timelines.push(timeline);
                            duration = Math.max(duration, timeline.frames[timeline.getFrameCount() - 1]);
                        }
                        else if (timelineName == "color") {
                            var timeline = new spine.ColorTimeline(timelineMap.length);
                            timeline.slotIndex = slotIndex;
                            var frameIndex = 0;
                            for (var i = 0; i < timelineMap.length; i++) {
                                var valueMap = timelineMap[i];
                                var color = new spine.Color();
                                color.setFromString(valueMap.color);
                                timeline.setFrame(frameIndex, this.getValue(valueMap, "time", 0), color.r, color.g, color.b, color.a);
                                this.readCurve(valueMap, timeline, frameIndex);
                                frameIndex++;
                            }
                            timelines.push(timeline);
                            duration = Math.max(duration, timeline.frames[(timeline.getFrameCount() - 1) * spine.ColorTimeline.ENTRIES]);
                        }
                        else if (timelineName == "twoColor") {
                            var timeline = new spine.TwoColorTimeline(timelineMap.length);
                            timeline.slotIndex = slotIndex;
                            var frameIndex = 0;
                            for (var i = 0; i < timelineMap.length; i++) {
                                var valueMap = timelineMap[i];
                                var light = new spine.Color();
                                var dark = new spine.Color();
                                light.setFromString(valueMap.light);
                                dark.setFromString(valueMap.dark);
                                timeline.setFrame(frameIndex, this.getValue(valueMap, "time", 0), light.r, light.g, light.b, light.a, dark.r, dark.g, dark.b);
                                this.readCurve(valueMap, timeline, frameIndex);
                                frameIndex++;
                            }
                            timelines.push(timeline);
                            duration = Math.max(duration, timeline.frames[(timeline.getFrameCount() - 1) * spine.TwoColorTimeline.ENTRIES]);
                        }
                        else
                            throw new Error("Invalid timeline type for a slot: " + timelineName + " (" + slotName + ")");
                    }
                }
            }
            if (map.bones) {
                for (var boneName in map.bones) {
                    var boneMap = map.bones[boneName];
                    var boneIndex = skeletonData.findBoneIndex(boneName);
                    if (boneIndex == -1)
                        throw new Error("Bone not found: " + boneName);
                    for (var timelineName in boneMap) {
                        var timelineMap = boneMap[timelineName];
                        if (timelineName === "rotate") {
                            var timeline = new spine.RotateTimeline(timelineMap.length);
                            timeline.boneIndex = boneIndex;
                            var frameIndex = 0;
                            for (var i = 0; i < timelineMap.length; i++) {
                                var valueMap = timelineMap[i];
                                timeline.setFrame(frameIndex, this.getValue(valueMap, "time", 0), this.getValue(valueMap, "angle", 0));
                                this.readCurve(valueMap, timeline, frameIndex);
                                frameIndex++;
                            }
                            timelines.push(timeline);
                            duration = Math.max(duration, timeline.frames[(timeline.getFrameCount() - 1) * spine.RotateTimeline.ENTRIES]);
                        }
                        else if (timelineName === "translate" || timelineName === "scale" || timelineName === "shear") {
                            var timeline = null;
                            var timelineScale = 1, defaultValue = 0;
                            if (timelineName === "scale") {
                                timeline = new spine.ScaleTimeline(timelineMap.length);
                                defaultValue = 1;
                            }
                            else if (timelineName === "shear")
                                timeline = new spine.ShearTimeline(timelineMap.length);
                            else {
                                timeline = new spine.TranslateTimeline(timelineMap.length);
                                timelineScale = scale;
                            }
                            timeline.boneIndex = boneIndex;
                            var frameIndex = 0;
                            for (var i = 0; i < timelineMap.length; i++) {
                                var valueMap = timelineMap[i];
                                var x = this.getValue(valueMap, "x", defaultValue), y = this.getValue(valueMap, "y", defaultValue);
                                timeline.setFrame(frameIndex, this.getValue(valueMap, "time", 0), x * timelineScale, y * timelineScale);
                                this.readCurve(valueMap, timeline, frameIndex);
                                frameIndex++;
                            }
                            timelines.push(timeline);
                            duration = Math.max(duration, timeline.frames[(timeline.getFrameCount() - 1) * spine.TranslateTimeline.ENTRIES]);
                        }
                        else
                            throw new Error("Invalid timeline type for a bone: " + timelineName + " (" + boneName + ")");
                    }
                }
            }
            if (map.ik) {
                for (var constraintName in map.ik) {
                    var constraintMap = map.ik[constraintName];
                    var constraint = skeletonData.findIkConstraint(constraintName);
                    var timeline = new spine.IkConstraintTimeline(constraintMap.length);
                    timeline.ikConstraintIndex = skeletonData.ikConstraints.indexOf(constraint);
                    var frameIndex = 0;
                    for (var i = 0; i < constraintMap.length; i++) {
                        var valueMap = constraintMap[i];
                        timeline.setFrame(frameIndex, this.getValue(valueMap, "time", 0), this.getValue(valueMap, "mix", 1), this.getValue(valueMap, "softness", 0) * scale, this.getValue(valueMap, "bendPositive", true) ? 1 : -1, this.getValue(valueMap, "compress", false), this.getValue(valueMap, "stretch", false));
                        this.readCurve(valueMap, timeline, frameIndex);
                        frameIndex++;
                    }
                    timelines.push(timeline);
                    duration = Math.max(duration, timeline.frames[(timeline.getFrameCount() - 1) * spine.IkConstraintTimeline.ENTRIES]);
                }
            }
            if (map.transform) {
                for (var constraintName in map.transform) {
                    var constraintMap = map.transform[constraintName];
                    var constraint = skeletonData.findTransformConstraint(constraintName);
                    var timeline = new spine.TransformConstraintTimeline(constraintMap.length);
                    timeline.transformConstraintIndex = skeletonData.transformConstraints.indexOf(constraint);
                    var frameIndex = 0;
                    for (var i = 0; i < constraintMap.length; i++) {
                        var valueMap = constraintMap[i];
                        timeline.setFrame(frameIndex, this.getValue(valueMap, "time", 0), this.getValue(valueMap, "rotateMix", 1), this.getValue(valueMap, "translateMix", 1), this.getValue(valueMap, "scaleMix", 1), this.getValue(valueMap, "shearMix", 1));
                        this.readCurve(valueMap, timeline, frameIndex);
                        frameIndex++;
                    }
                    timelines.push(timeline);
                    duration = Math.max(duration, timeline.frames[(timeline.getFrameCount() - 1) * spine.TransformConstraintTimeline.ENTRIES]);
                }
            }
            if (map.path) {
                for (var constraintName in map.path) {
                    var constraintMap = map.path[constraintName];
                    var index = skeletonData.findPathConstraintIndex(constraintName);
                    if (index == -1)
                        throw new Error("Path constraint not found: " + constraintName);
                    var data = skeletonData.pathConstraints[index];
                    for (var timelineName in constraintMap) {
                        var timelineMap = constraintMap[timelineName];
                        if (timelineName === "position" || timelineName === "spacing") {
                            var timeline = null;
                            var timelineScale = 1;
                            if (timelineName === "spacing") {
                                timeline = new spine.PathConstraintSpacingTimeline(timelineMap.length);
                                if (data.spacingMode == spine.SpacingMode.Length || data.spacingMode == spine.SpacingMode.Fixed)
                                    timelineScale = scale;
                            }
                            else {
                                timeline = new spine.PathConstraintPositionTimeline(timelineMap.length);
                                if (data.positionMode == spine.PositionMode.Fixed)
                                    timelineScale = scale;
                            }
                            timeline.pathConstraintIndex = index;
                            var frameIndex = 0;
                            for (var i = 0; i < timelineMap.length; i++) {
                                var valueMap = timelineMap[i];
                                timeline.setFrame(frameIndex, this.getValue(valueMap, "time", 0), this.getValue(valueMap, timelineName, 0) * timelineScale);
                                this.readCurve(valueMap, timeline, frameIndex);
                                frameIndex++;
                            }
                            timelines.push(timeline);
                            duration = Math.max(duration, timeline.frames[(timeline.getFrameCount() - 1) * spine.PathConstraintPositionTimeline.ENTRIES]);
                        }
                        else if (timelineName === "mix") {
                            var timeline = new spine.PathConstraintMixTimeline(timelineMap.length);
                            timeline.pathConstraintIndex = index;
                            var frameIndex = 0;
                            for (var i = 0; i < timelineMap.length; i++) {
                                var valueMap = timelineMap[i];
                                timeline.setFrame(frameIndex, this.getValue(valueMap, "time", 0), this.getValue(valueMap, "rotateMix", 1), this.getValue(valueMap, "translateMix", 1));
                                this.readCurve(valueMap, timeline, frameIndex);
                                frameIndex++;
                            }
                            timelines.push(timeline);
                            duration = Math.max(duration, timeline.frames[(timeline.getFrameCount() - 1) * spine.PathConstraintMixTimeline.ENTRIES]);
                        }
                    }
                }
            }
            if (map.deform) {
                for (var deformName in map.deform) {
                    var deformMap = map.deform[deformName];
                    var skin = skeletonData.findSkin(deformName);
                    if (skin == null)
                        throw new Error("Skin not found: " + deformName);
                    for (var slotName in deformMap) {
                        var slotMap = deformMap[slotName];
                        var slotIndex = skeletonData.findSlotIndex(slotName);
                        if (slotIndex == -1)
                            throw new Error("Slot not found: " + slotMap.name);
                        for (var timelineName in slotMap) {
                            var timelineMap = slotMap[timelineName];
                            var attachment = skin.getAttachment(slotIndex, timelineName);
                            if (attachment == null)
                                throw new Error("Deform attachment not found: " + timelineMap.name);
                            var weighted = attachment.bones != null;
                            var vertices = attachment.vertices;
                            var deformLength = weighted ? vertices.length / 3 * 2 : vertices.length;
                            var timeline = new spine.DeformTimeline(timelineMap.length);
                            timeline.slotIndex = slotIndex;
                            timeline.attachment = attachment;
                            var frameIndex = 0;
                            for (var j = 0; j < timelineMap.length; j++) {
                                var valueMap = timelineMap[j];
                                var deform = void 0;
                                var verticesValue = this.getValue(valueMap, "vertices", null);
                                if (verticesValue == null)
                                    deform = weighted ? spine.Utils.newFloatArray(deformLength) : vertices;
                                else {
                                    deform = spine.Utils.newFloatArray(deformLength);
                                    var start = this.getValue(valueMap, "offset", 0);
                                    spine.Utils.arrayCopy(verticesValue, 0, deform, start, verticesValue.length);
                                    if (scale != 1) {
                                        for (var i = start, n = i + verticesValue.length; i < n; i++)
                                            deform[i] *= scale;
                                    }
                                    if (!weighted) {
                                        for (var i = 0; i < deformLength; i++)
                                            deform[i] += vertices[i];
                                    }
                                }
                                timeline.setFrame(frameIndex, this.getValue(valueMap, "time", 0), deform);
                                this.readCurve(valueMap, timeline, frameIndex);
                                frameIndex++;
                            }
                            timelines.push(timeline);
                            duration = Math.max(duration, timeline.frames[timeline.getFrameCount() - 1]);
                        }
                    }
                }
            }
            var drawOrderNode = map.drawOrder;
            if (drawOrderNode == null)
                drawOrderNode = map.draworder;
            if (drawOrderNode != null) {
                var timeline = new spine.DrawOrderTimeline(drawOrderNode.length);
                var slotCount = skeletonData.slots.length;
                var frameIndex = 0;
                for (var j = 0; j < drawOrderNode.length; j++) {
                    var drawOrderMap = drawOrderNode[j];
                    var drawOrder = null;
                    var offsets = this.getValue(drawOrderMap, "offsets", null);
                    if (offsets != null) {
                        drawOrder = spine.Utils.newArray(slotCount, -1);
                        var unchanged = spine.Utils.newArray(slotCount - offsets.length, 0);
                        var originalIndex = 0, unchangedIndex = 0;
                        for (var i = 0; i < offsets.length; i++) {
                            var offsetMap = offsets[i];
                            var slotIndex = skeletonData.findSlotIndex(offsetMap.slot);
                            if (slotIndex == -1)
                                throw new Error("Slot not found: " + offsetMap.slot);
                            while (originalIndex != slotIndex)
                                unchanged[unchangedIndex++] = originalIndex++;
                            drawOrder[originalIndex + offsetMap.offset] = originalIndex++;
                        }
                        while (originalIndex < slotCount)
                            unchanged[unchangedIndex++] = originalIndex++;
                        for (var i = slotCount - 1; i >= 0; i--)
                            if (drawOrder[i] == -1)
                                drawOrder[i] = unchanged[--unchangedIndex];
                    }
                    timeline.setFrame(frameIndex++, this.getValue(drawOrderMap, "time", 0), drawOrder);
                }
                timelines.push(timeline);
                duration = Math.max(duration, timeline.frames[timeline.getFrameCount() - 1]);
            }
            if (map.events) {
                var timeline = new spine.EventTimeline(map.events.length);
                var frameIndex = 0;
                for (var i = 0; i < map.events.length; i++) {
                    var eventMap = map.events[i];
                    var eventData = skeletonData.findEvent(eventMap.name);
                    if (eventData == null)
                        throw new Error("Event not found: " + eventMap.name);
                    var event_6 = new spine.Event(spine.Utils.toSinglePrecision(this.getValue(eventMap, "time", 0)), eventData);
                    event_6.intValue = this.getValue(eventMap, "int", eventData.intValue);
                    event_6.floatValue = this.getValue(eventMap, "float", eventData.floatValue);
                    event_6.stringValue = this.getValue(eventMap, "string", eventData.stringValue);
                    if (event_6.data.audioPath != null) {
                        event_6.volume = this.getValue(eventMap, "volume", 1);
                        event_6.balance = this.getValue(eventMap, "balance", 0);
                    }
                    timeline.setFrame(frameIndex++, event_6);
                }
                timelines.push(timeline);
                duration = Math.max(duration, timeline.frames[timeline.getFrameCount() - 1]);
            }
            if (isNaN(duration)) {
                throw new Error("Error while parsing animation, duration is NaN");
            }
            skeletonData.animations.push(new spine.Animation(name, timelines, duration));
        };
        SkeletonJson.prototype.readCurve = function (map, timeline, frameIndex) {
            if (!map.curve)
                return;
            if (map.curve == "stepped")
                timeline.setStepped(frameIndex);
            else {
                var curve = map.curve;
                timeline.setCurve(frameIndex, curve, this.getValue(map, "c2", 0), this.getValue(map, "c3", 1), this.getValue(map, "c4", 1));
            }
        };
        SkeletonJson.prototype.getValue = function (map, prop, defaultValue) {
            return map[prop] !== undefined ? map[prop] : defaultValue;
        };
        SkeletonJson.blendModeFromString = function (str) {
            str = str.toLowerCase();
            if (str == "normal")
                return spine.BlendMode.Normal;
            if (str == "additive")
                return spine.BlendMode.Additive;
            if (str == "multiply")
                return spine.BlendMode.Multiply;
            if (str == "screen")
                return spine.BlendMode.Screen;
            throw new Error("Unknown blend mode: " + str);
        };
        SkeletonJson.positionModeFromString = function (str) {
            str = str.toLowerCase();
            if (str == "fixed")
                return spine.PositionMode.Fixed;
            if (str == "percent")
                return spine.PositionMode.Percent;
            throw new Error("Unknown position mode: " + str);
        };
        SkeletonJson.spacingModeFromString = function (str) {
            str = str.toLowerCase();
            if (str == "length")
                return spine.SpacingMode.Length;
            if (str == "fixed")
                return spine.SpacingMode.Fixed;
            if (str == "percent")
                return spine.SpacingMode.Percent;
            throw new Error("Unknown position mode: " + str);
        };
        SkeletonJson.rotateModeFromString = function (str) {
            str = str.toLowerCase();
            if (str == "tangent")
                return spine.RotateMode.Tangent;
            if (str == "chain")
                return spine.RotateMode.Chain;
            if (str == "chainscale")
                return spine.RotateMode.ChainScale;
            throw new Error("Unknown rotate mode: " + str);
        };
        SkeletonJson.transformModeFromString = function (str) {
            str = str.toLowerCase();
            if (str == "normal")
                return spine.TransformMode.Normal;
            if (str == "onlytranslation")
                return spine.TransformMode.OnlyTranslation;
            if (str == "norotationorreflection")
                return spine.TransformMode.NoRotationOrReflection;
            if (str == "noscale")
                return spine.TransformMode.NoScale;
            if (str == "noscaleorreflection")
                return spine.TransformMode.NoScaleOrReflection;
            throw new Error("Unknown transform mode: " + str);
        };
        return SkeletonJson;
    }());
    spine.SkeletonJson = SkeletonJson;
    var LinkedMesh = (function () {
        function LinkedMesh(mesh, skin, slotIndex, parent, inheritDeform) {
            this.mesh = mesh;
            this.skin = skin;
            this.slotIndex = slotIndex;
            this.parent = parent;
            this.inheritDeform = inheritDeform;
        }
        return LinkedMesh;
    }());
})(spine || (spine = {}));
var spine;
(function (spine) {
    var SkinEntry = (function () {
        function SkinEntry(slotIndex, name, attachment) {
            this.slotIndex = slotIndex;
            this.name = name;
            this.attachment = attachment;
        }
        return SkinEntry;
    }());
    spine.SkinEntry = SkinEntry;
    var Skin = (function () {
        function Skin(name) {
            this.attachments = new Array();
            this.bones = Array();
            this.constraints = new Array();
            if (name == null)
                throw new Error("name cannot be null.");
            this.name = name;
        }
        Skin.prototype.setAttachment = function (slotIndex, name, attachment) {
            if (attachment == null)
                throw new Error("attachment cannot be null.");
            var attachments = this.attachments;
            if (slotIndex >= attachments.length)
                attachments.length = slotIndex + 1;
            if (!attachments[slotIndex])
                attachments[slotIndex] = {};
            attachments[slotIndex][name] = attachment;
        };
        Skin.prototype.addSkin = function (skin) {
            for (var i = 0; i < skin.bones.length; i++) {
                var bone = skin.bones[i];
                var contained = false;
                for (var j = 0; j < this.bones.length; j++) {
                    if (this.bones[j] == bone) {
                        contained = true;
                        break;
                    }
                }
                if (!contained)
                    this.bones.push(bone);
            }
            for (var i = 0; i < skin.constraints.length; i++) {
                var constraint = skin.constraints[i];
                var contained = false;
                for (var j = 0; j < this.constraints.length; j++) {
                    if (this.constraints[j] == constraint) {
                        contained = true;
                        break;
                    }
                }
                if (!contained)
                    this.constraints.push(constraint);
            }
            var attachments = skin.getAttachments();
            for (var i = 0; i < attachments.length; i++) {
                var attachment = attachments[i];
                this.setAttachment(attachment.slotIndex, attachment.name, attachment.attachment);
            }
        };
        Skin.prototype.copySkin = function (skin) {
            for (var i = 0; i < skin.bones.length; i++) {
                var bone = skin.bones[i];
                var contained = false;
                for (var j = 0; j < this.bones.length; j++) {
                    if (this.bones[j] == bone) {
                        contained = true;
                        break;
                    }
                }
                if (!contained)
                    this.bones.push(bone);
            }
            for (var i = 0; i < skin.constraints.length; i++) {
                var constraint = skin.constraints[i];
                var contained = false;
                for (var j = 0; j < this.constraints.length; j++) {
                    if (this.constraints[j] == constraint) {
                        contained = true;
                        break;
                    }
                }
                if (!contained)
                    this.constraints.push(constraint);
            }
            var attachments = skin.getAttachments();
            for (var i = 0; i < attachments.length; i++) {
                var attachment = attachments[i];
                if (attachment.attachment == null)
                    continue;
                if (attachment.attachment instanceof spine.MeshAttachment) {
                    attachment.attachment = attachment.attachment.newLinkedMesh();
                    this.setAttachment(attachment.slotIndex, attachment.name, attachment.attachment);
                }
                else {
                    attachment.attachment = attachment.attachment.copy();
                    this.setAttachment(attachment.slotIndex, attachment.name, attachment.attachment);
                }
            }
        };
        Skin.prototype.getAttachment = function (slotIndex, name) {
            var dictionary = this.attachments[slotIndex];
            return dictionary ? dictionary[name] : null;
        };
        Skin.prototype.removeAttachment = function (slotIndex, name) {
            var dictionary = this.attachments[slotIndex];
            if (dictionary)
                dictionary[name] = null;
        };
        Skin.prototype.getAttachments = function () {
            var entries = new Array();
            for (var i = 0; i < this.attachments.length; i++) {
                var slotAttachments = this.attachments[i];
                if (slotAttachments) {
                    for (var name_4 in slotAttachments) {
                        var attachment = slotAttachments[name_4];
                        if (attachment)
                            entries.push(new SkinEntry(i, name_4, attachment));
                    }
                }
            }
            return entries;
        };
        Skin.prototype.getAttachmentsForSlot = function (slotIndex, attachments) {
            var slotAttachments = this.attachments[slotIndex];
            if (slotAttachments) {
                for (var name_5 in slotAttachments) {
                    var attachment = slotAttachments[name_5];
                    if (attachment)
                        attachments.push(new SkinEntry(slotIndex, name_5, attachment));
                }
            }
        };
        Skin.prototype.clear = function () {
            this.attachments.length = 0;
            this.bones.length = 0;
            this.constraints.length = 0;
        };
        Skin.prototype.attachAll = function (skeleton, oldSkin) {
            var slotIndex = 0;
            for (var i = 0; i < skeleton.slots.length; i++) {
                var slot = skeleton.slots[i];
                var slotAttachment = slot.getAttachment();
                if (slotAttachment && slotIndex < oldSkin.attachments.length) {
                    var dictionary = oldSkin.attachments[slotIndex];
                    for (var key in dictionary) {
                        var skinAttachment = dictionary[key];
                        if (slotAttachment == skinAttachment) {
                            var attachment = this.getAttachment(slotIndex, key);
                            if (attachment != null)
                                slot.setAttachment(attachment);
                            break;
                        }
                    }
                }
                slotIndex++;
            }
        };
        return Skin;
    }());
    spine.Skin = Skin;
})(spine || (spine = {}));
var spine;
(function (spine) {
    var Slot = (function () {
        function Slot(data, bone) {
            this.deform = new Array();
            if (data == null)
                throw new Error("data cannot be null.");
            if (bone == null)
                throw new Error("bone cannot be null.");
            this.data = data;
            this.bone = bone;
            this.color = new spine.Color();
            this.darkColor = data.darkColor == null ? null : new spine.Color();
            this.setToSetupPose();
        }
        Slot.prototype.getSkeleton = function () {
            return this.bone.skeleton;
        };
        Slot.prototype.getAttachment = function () {
            return this.attachment;
        };
        Slot.prototype.setAttachment = function (attachment) {
            if (this.attachment == attachment)
                return;
            this.attachment = attachment;
            this.attachmentTime = this.bone.skeleton.time;
            this.deform.length = 0;
        };
        Slot.prototype.setAttachmentTime = function (time) {
            this.attachmentTime = this.bone.skeleton.time - time;
        };
        Slot.prototype.getAttachmentTime = function () {
            return this.bone.skeleton.time - this.attachmentTime;
        };
        Slot.prototype.setToSetupPose = function () {
            this.color.setFromColor(this.data.color);
            if (this.darkColor != null)
                this.darkColor.setFromColor(this.data.darkColor);
            if (this.data.attachmentName == null)
                this.attachment = null;
            else {
                this.attachment = null;
                this.setAttachment(this.bone.skeleton.getAttachment(this.data.index, this.data.attachmentName));
            }
        };
        return Slot;
    }());
    spine.Slot = Slot;
})(spine || (spine = {}));
var spine;
(function (spine) {
    var SlotData = (function () {
        function SlotData(index, name, boneData) {
            this.color = new spine.Color(1, 1, 1, 1);
            if (index < 0)
                throw new Error("index must be >= 0.");
            if (name == null)
                throw new Error("name cannot be null.");
            if (boneData == null)
                throw new Error("boneData cannot be null.");
            this.index = index;
            this.name = name;
            this.boneData = boneData;
        }
        return SlotData;
    }());
    spine.SlotData = SlotData;
})(spine || (spine = {}));
var spine;
(function (spine) {
    var Texture = (function () {
        function Texture(image) {
            this._image = image;
        }
        Texture.prototype.getImage = function () {
            return this._image;
        };
        Texture.filterFromString = function (text) {
            switch (text.toLowerCase()) {
                case "nearest": return TextureFilter.Nearest;
                case "linear": return TextureFilter.Linear;
                case "mipmap": return TextureFilter.MipMap;
                case "mipmapnearestnearest": return TextureFilter.MipMapNearestNearest;
                case "mipmaplinearnearest": return TextureFilter.MipMapLinearNearest;
                case "mipmapnearestlinear": return TextureFilter.MipMapNearestLinear;
                case "mipmaplinearlinear": return TextureFilter.MipMapLinearLinear;
                default: throw new Error("Unknown texture filter " + text);
            }
        };
        Texture.wrapFromString = function (text) {
            switch (text.toLowerCase()) {
                case "mirroredtepeat": return TextureWrap.MirroredRepeat;
                case "clamptoedge": return TextureWrap.ClampToEdge;
                case "repeat": return TextureWrap.Repeat;
                default: throw new Error("Unknown texture wrap " + text);
            }
        };
        return Texture;
    }());
    spine.Texture = Texture;
    var TextureFilter;
    (function (TextureFilter) {
        TextureFilter[TextureFilter["Nearest"] = 9728] = "Nearest";
        TextureFilter[TextureFilter["Linear"] = 9729] = "Linear";
        TextureFilter[TextureFilter["MipMap"] = 9987] = "MipMap";
        TextureFilter[TextureFilter["MipMapNearestNearest"] = 9984] = "MipMapNearestNearest";
        TextureFilter[TextureFilter["MipMapLinearNearest"] = 9985] = "MipMapLinearNearest";
        TextureFilter[TextureFilter["MipMapNearestLinear"] = 9986] = "MipMapNearestLinear";
        TextureFilter[TextureFilter["MipMapLinearLinear"] = 9987] = "MipMapLinearLinear";
    })(TextureFilter = spine.TextureFilter || (spine.TextureFilter = {}));
    var TextureWrap;
    (function (TextureWrap) {
        TextureWrap[TextureWrap["MirroredRepeat"] = 33648] = "MirroredRepeat";
        TextureWrap[TextureWrap["ClampToEdge"] = 33071] = "ClampToEdge";
        TextureWrap[TextureWrap["Repeat"] = 10497] = "Repeat";
    })(TextureWrap = spine.TextureWrap || (spine.TextureWrap = {}));
    var TextureRegion = (function () {
        function TextureRegion() {
            this.u = 0;
            this.v = 0;
            this.u2 = 0;
            this.v2 = 0;
            this.width = 0;
            this.height = 0;
            this.rotate = false;
            this.offsetX = 0;
            this.offsetY = 0;
            this.originalWidth = 0;
            this.originalHeight = 0;
        }
        return TextureRegion;
    }());
    spine.TextureRegion = TextureRegion;
    var FakeTexture = (function (_super) {
        __extends(FakeTexture, _super);
        function FakeTexture() {
            return _super !== null && _super.apply(this, arguments) || this;
        }
        FakeTexture.prototype.setFilters = function (minFilter, magFilter) { };
        FakeTexture.prototype.setWraps = function (uWrap, vWrap) { };
        FakeTexture.prototype.dispose = function () { };
        return FakeTexture;
    }(Texture));
    spine.FakeTexture = FakeTexture;
})(spine || (spine = {}));
var spine;
(function (spine) {
    var TextureAtlas = (function () {
        function TextureAtlas(atlasText, textureLoader) {
            this.pages = new Array();
            this.regions = new Array();
            this.load(atlasText, textureLoader);
        }
        TextureAtlas.prototype.load = function (atlasText, textureLoader) {
            if (textureLoader == null)
                throw new Error("textureLoader cannot be null.");
            var reader = new TextureAtlasReader(atlasText);
            var tuple = new Array(4);
            var page = null;
            while (true) {
                var line = reader.readLine();
                if (line == null)
                    break;
                line = line.trim();
                if (line.length == 0)
                    page = null;
                else if (!page) {
                    page = new TextureAtlasPage();
                    page.name = line;
                    if (reader.readTuple(tuple) == 2) {
                        page.width = parseInt(tuple[0]);
                        page.height = parseInt(tuple[1]);
                        reader.readTuple(tuple);
                    }
                    reader.readTuple(tuple);
                    page.minFilter = spine.Texture.filterFromString(tuple[0]);
                    page.magFilter = spine.Texture.filterFromString(tuple[1]);
                    var direction = reader.readValue();
                    page.uWrap = spine.TextureWrap.ClampToEdge;
                    page.vWrap = spine.TextureWrap.ClampToEdge;
                    if (direction == "x")
                        page.uWrap = spine.TextureWrap.Repeat;
                    else if (direction == "y")
                        page.vWrap = spine.TextureWrap.Repeat;
                    else if (direction == "xy")
                        page.uWrap = page.vWrap = spine.TextureWrap.Repeat;
                    page.texture = textureLoader(line);
                    page.texture.setFilters(page.minFilter, page.magFilter);
                    page.texture.setWraps(page.uWrap, page.vWrap);
                    page.width = page.texture.getImage().width;
                    page.height = page.texture.getImage().height;
                    this.pages.push(page);
                }
                else {
                    var region = new TextureAtlasRegion();
                    region.name = line;
                    region.page = page;
                    var rotateValue = reader.readValue();
                    if (rotateValue.toLocaleLowerCase() == "true") {
                        region.degrees = 90;
                    }
                    else if (rotateValue.toLocaleLowerCase() == "false") {
                        region.degrees = 0;
                    }
                    else {
                        region.degrees = parseFloat(rotateValue);
                    }
                    region.rotate = region.degrees == 90;
                    reader.readTuple(tuple);
                    var x = parseInt(tuple[0]);
                    var y = parseInt(tuple[1]);
                    reader.readTuple(tuple);
                    var width = parseInt(tuple[0]);
                    var height = parseInt(tuple[1]);
                    region.u = x / page.width;
                    region.v = y / page.height;
                    if (region.rotate) {
                        region.u2 = (x + height) / page.width;
                        region.v2 = (y + width) / page.height;
                    }
                    else {
                        region.u2 = (x + width) / page.width;
                        region.v2 = (y + height) / page.height;
                    }
                    region.x = x;
                    region.y = y;
                    region.width = Math.abs(width);
                    region.height = Math.abs(height);
                    if (reader.readTuple(tuple) == 4) {
                        if (reader.readTuple(tuple) == 4) {
                            reader.readTuple(tuple);
                        }
                    }
                    region.originalWidth = parseInt(tuple[0]);
                    region.originalHeight = parseInt(tuple[1]);
                    reader.readTuple(tuple);
                    region.offsetX = parseInt(tuple[0]);
                    region.offsetY = parseInt(tuple[1]);
                    region.index = parseInt(reader.readValue());
                    region.texture = page.texture;
                    this.regions.push(region);
                }
            }
        };
        TextureAtlas.prototype.findRegion = function (name) {
            for (var i = 0; i < this.regions.length; i++) {
                if (this.regions[i].name == name) {
                    return this.regions[i];
                }
            }
            return null;
        };
        TextureAtlas.prototype.dispose = function () {
            for (var i = 0; i < this.pages.length; i++) {
                this.pages[i].texture.dispose();
            }
        };
        return TextureAtlas;
    }());
    spine.TextureAtlas = TextureAtlas;
    var TextureAtlasReader = (function () {
        function TextureAtlasReader(text) {
            this.index = 0;
            this.lines = text.split(/\r\n|\r|\n/);
        }
        TextureAtlasReader.prototype.readLine = function () {
            if (this.index >= this.lines.length)
                return null;
            return this.lines[this.index++];
        };
        TextureAtlasReader.prototype.readValue = function () {
            var line = this.readLine();
            var colon = line.indexOf(":");
            if (colon == -1)
                throw new Error("Invalid line: " + line);
            return line.substring(colon + 1).trim();
        };
        TextureAtlasReader.prototype.readTuple = function (tuple) {
            var line = this.readLine();
            var colon = line.indexOf(":");
            if (colon == -1)
                throw new Error("Invalid line: " + line);
            var i = 0, lastMatch = colon + 1;
            for (; i < 3; i++) {
                var comma = line.indexOf(",", lastMatch);
                if (comma == -1)
                    break;
                tuple[i] = line.substr(lastMatch, comma - lastMatch).trim();
                lastMatch = comma + 1;
            }
            tuple[i] = line.substring(lastMatch).trim();
            return i + 1;
        };
        return TextureAtlasReader;
    }());
    var TextureAtlasPage = (function () {
        function TextureAtlasPage() {
        }
        return TextureAtlasPage;
    }());
    spine.TextureAtlasPage = TextureAtlasPage;
    var TextureAtlasRegion = (function (_super) {
        __extends(TextureAtlasRegion, _super);
        function TextureAtlasRegion() {
            return _super !== null && _super.apply(this, arguments) || this;
        }
        return TextureAtlasRegion;
    }(spine.TextureRegion));
    spine.TextureAtlasRegion = TextureAtlasRegion;
})(spine || (spine = {}));
var spine;
(function (spine) {
    var TransformConstraint = (function () {
        function TransformConstraint(data, skeleton) {
            this.rotateMix = 0;
            this.translateMix = 0;
            this.scaleMix = 0;
            this.shearMix = 0;
            this.temp = new spine.Vector2();
            this.active = false;
            if (data == null)
                throw new Error("data cannot be null.");
            if (skeleton == null)
                throw new Error("skeleton cannot be null.");
            this.data = data;
            this.rotateMix = data.rotateMix;
            this.translateMix = data.translateMix;
            this.scaleMix = data.scaleMix;
            this.shearMix = data.shearMix;
            this.bones = new Array();
            for (var i = 0; i < data.bones.length; i++)
                this.bones.push(skeleton.findBone(data.bones[i].name));
            this.target = skeleton.findBone(data.target.name);
        }
        TransformConstraint.prototype.isActive = function () {
            return this.active;
        };
        TransformConstraint.prototype.apply = function () {
            this.update();
        };
        TransformConstraint.prototype.update = function () {
            if (this.data.local) {
                if (this.data.relative)
                    this.applyRelativeLocal();
                else
                    this.applyAbsoluteLocal();
            }
            else {
                if (this.data.relative)
                    this.applyRelativeWorld();
                else
                    this.applyAbsoluteWorld();
            }
        };
        TransformConstraint.prototype.applyAbsoluteWorld = function () {
            var rotateMix = this.rotateMix, translateMix = this.translateMix, scaleMix = this.scaleMix, shearMix = this.shearMix;
            var target = this.target;
            var ta = target.a, tb = target.b, tc = target.c, td = target.d;
            var degRadReflect = ta * td - tb * tc > 0 ? spine.MathUtils.degRad : -spine.MathUtils.degRad;
            var offsetRotation = this.data.offsetRotation * degRadReflect;
            var offsetShearY = this.data.offsetShearY * degRadReflect;
            var bones = this.bones;
            for (var i = 0, n = bones.length; i < n; i++) {
                var bone = bones[i];
                var modified = false;
                if (rotateMix != 0) {
                    var a = bone.a, b = bone.b, c = bone.c, d = bone.d;
                    var r = Math.atan2(tc, ta) - Math.atan2(c, a) + offsetRotation;
                    if (r > spine.MathUtils.PI)
                        r -= spine.MathUtils.PI2;
                    else if (r < -spine.MathUtils.PI)
                        r += spine.MathUtils.PI2;
                    r *= rotateMix;
                    var cos = Math.cos(r), sin = Math.sin(r);
                    bone.a = cos * a - sin * c;
                    bone.b = cos * b - sin * d;
                    bone.c = sin * a + cos * c;
                    bone.d = sin * b + cos * d;
                    modified = true;
                }
                if (translateMix != 0) {
                    var temp = this.temp;
                    target.localToWorld(temp.set(this.data.offsetX, this.data.offsetY));
                    bone.worldX += (temp.x - bone.worldX) * translateMix;
                    bone.worldY += (temp.y - bone.worldY) * translateMix;
                    modified = true;
                }
                if (scaleMix > 0) {
                    var s = Math.sqrt(bone.a * bone.a + bone.c * bone.c);
                    var ts = Math.sqrt(ta * ta + tc * tc);
                    if (s > 0.00001)
                        s = (s + (ts - s + this.data.offsetScaleX) * scaleMix) / s;
                    bone.a *= s;
                    bone.c *= s;
                    s = Math.sqrt(bone.b * bone.b + bone.d * bone.d);
                    ts = Math.sqrt(tb * tb + td * td);
                    if (s > 0.00001)
                        s = (s + (ts - s + this.data.offsetScaleY) * scaleMix) / s;
                    bone.b *= s;
                    bone.d *= s;
                    modified = true;
                }
                if (shearMix > 0) {
                    var b = bone.b, d = bone.d;
                    var by = Math.atan2(d, b);
                    var r = Math.atan2(td, tb) - Math.atan2(tc, ta) - (by - Math.atan2(bone.c, bone.a));
                    if (r > spine.MathUtils.PI)
                        r -= spine.MathUtils.PI2;
                    else if (r < -spine.MathUtils.PI)
                        r += spine.MathUtils.PI2;
                    r = by + (r + offsetShearY) * shearMix;
                    var s = Math.sqrt(b * b + d * d);
                    bone.b = Math.cos(r) * s;
                    bone.d = Math.sin(r) * s;
                    modified = true;
                }
                if (modified)
                    bone.appliedValid = false;
            }
        };
        TransformConstraint.prototype.applyRelativeWorld = function () {
            var rotateMix = this.rotateMix, translateMix = this.translateMix, scaleMix = this.scaleMix, shearMix = this.shearMix;
            var target = this.target;
            var ta = target.a, tb = target.b, tc = target.c, td = target.d;
            var degRadReflect = ta * td - tb * tc > 0 ? spine.MathUtils.degRad : -spine.MathUtils.degRad;
            var offsetRotation = this.data.offsetRotation * degRadReflect, offsetShearY = this.data.offsetShearY * degRadReflect;
            var bones = this.bones;
            for (var i = 0, n = bones.length; i < n; i++) {
                var bone = bones[i];
                var modified = false;
                if (rotateMix != 0) {
                    var a = bone.a, b = bone.b, c = bone.c, d = bone.d;
                    var r = Math.atan2(tc, ta) + offsetRotation;
                    if (r > spine.MathUtils.PI)
                        r -= spine.MathUtils.PI2;
                    else if (r < -spine.MathUtils.PI)
                        r += spine.MathUtils.PI2;
                    r *= rotateMix;
                    var cos = Math.cos(r), sin = Math.sin(r);
                    bone.a = cos * a - sin * c;
                    bone.b = cos * b - sin * d;
                    bone.c = sin * a + cos * c;
                    bone.d = sin * b + cos * d;
                    modified = true;
                }
                if (translateMix != 0) {
                    var temp = this.temp;
                    target.localToWorld(temp.set(this.data.offsetX, this.data.offsetY));
                    bone.worldX += temp.x * translateMix;
                    bone.worldY += temp.y * translateMix;
                    modified = true;
                }
                if (scaleMix > 0) {
                    var s = (Math.sqrt(ta * ta + tc * tc) - 1 + this.data.offsetScaleX) * scaleMix + 1;
                    bone.a *= s;
                    bone.c *= s;
                    s = (Math.sqrt(tb * tb + td * td) - 1 + this.data.offsetScaleY) * scaleMix + 1;
                    bone.b *= s;
                    bone.d *= s;
                    modified = true;
                }
                if (shearMix > 0) {
                    var r = Math.atan2(td, tb) - Math.atan2(tc, ta);
                    if (r > spine.MathUtils.PI)
                        r -= spine.MathUtils.PI2;
                    else if (r < -spine.MathUtils.PI)
                        r += spine.MathUtils.PI2;
                    var b = bone.b, d = bone.d;
                    r = Math.atan2(d, b) + (r - spine.MathUtils.PI / 2 + offsetShearY) * shearMix;
                    var s = Math.sqrt(b * b + d * d);
                    bone.b = Math.cos(r) * s;
                    bone.d = Math.sin(r) * s;
                    modified = true;
                }
                if (modified)
                    bone.appliedValid = false;
            }
        };
        TransformConstraint.prototype.applyAbsoluteLocal = function () {
            var rotateMix = this.rotateMix, translateMix = this.translateMix, scaleMix = this.scaleMix, shearMix = this.shearMix;
            var target = this.target;
            if (!target.appliedValid)
                target.updateAppliedTransform();
            var bones = this.bones;
            for (var i = 0, n = bones.length; i < n; i++) {
                var bone = bones[i];
                if (!bone.appliedValid)
                    bone.updateAppliedTransform();
                var rotation = bone.arotation;
                if (rotateMix != 0) {
                    var r = target.arotation - rotation + this.data.offsetRotation;
                    r -= (16384 - ((16384.499999999996 - r / 360) | 0)) * 360;
                    rotation += r * rotateMix;
                }
                var x = bone.ax, y = bone.ay;
                if (translateMix != 0) {
                    x += (target.ax - x + this.data.offsetX) * translateMix;
                    y += (target.ay - y + this.data.offsetY) * translateMix;
                }
                var scaleX = bone.ascaleX, scaleY = bone.ascaleY;
                if (scaleMix != 0) {
                    if (scaleX > 0.00001)
                        scaleX = (scaleX + (target.ascaleX - scaleX + this.data.offsetScaleX) * scaleMix) / scaleX;
                    if (scaleY > 0.00001)
                        scaleY = (scaleY + (target.ascaleY - scaleY + this.data.offsetScaleY) * scaleMix) / scaleY;
                }
                var shearY = bone.ashearY;
                if (shearMix != 0) {
                    var r = target.ashearY - shearY + this.data.offsetShearY;
                    r -= (16384 - ((16384.499999999996 - r / 360) | 0)) * 360;
                    bone.shearY += r * shearMix;
                }
                bone.updateWorldTransformWith(x, y, rotation, scaleX, scaleY, bone.ashearX, shearY);
            }
        };
        TransformConstraint.prototype.applyRelativeLocal = function () {
            var rotateMix = this.rotateMix, translateMix = this.translateMix, scaleMix = this.scaleMix, shearMix = this.shearMix;
            var target = this.target;
            if (!target.appliedValid)
                target.updateAppliedTransform();
            var bones = this.bones;
            for (var i = 0, n = bones.length; i < n; i++) {
                var bone = bones[i];
                if (!bone.appliedValid)
                    bone.updateAppliedTransform();
                var rotation = bone.arotation;
                if (rotateMix != 0)
                    rotation += (target.arotation + this.data.offsetRotation) * rotateMix;
                var x = bone.ax, y = bone.ay;
                if (translateMix != 0) {
                    x += (target.ax + this.data.offsetX) * translateMix;
                    y += (target.ay + this.data.offsetY) * translateMix;
                }
                var scaleX = bone.ascaleX, scaleY = bone.ascaleY;
                if (scaleMix != 0) {
                    if (scaleX > 0.00001)
                        scaleX *= ((target.ascaleX - 1 + this.data.offsetScaleX) * scaleMix) + 1;
                    if (scaleY > 0.00001)
                        scaleY *= ((target.ascaleY - 1 + this.data.offsetScaleY) * scaleMix) + 1;
                }
                var shearY = bone.ashearY;
                if (shearMix != 0)
                    shearY += (target.ashearY + this.data.offsetShearY) * shearMix;
                bone.updateWorldTransformWith(x, y, rotation, scaleX, scaleY, bone.ashearX, shearY);
            }
        };
        return TransformConstraint;
    }());
    spine.TransformConstraint = TransformConstraint;
})(spine || (spine = {}));
var spine;
(function (spine) {
    var TransformConstraintData = (function (_super) {
        __extends(TransformConstraintData, _super);
        function TransformConstraintData(name) {
            var _this = _super.call(this, name, 0, false) || this;
            _this.bones = new Array();
            _this.rotateMix = 0;
            _this.translateMix = 0;
            _this.scaleMix = 0;
            _this.shearMix = 0;
            _this.offsetRotation = 0;
            _this.offsetX = 0;
            _this.offsetY = 0;
            _this.offsetScaleX = 0;
            _this.offsetScaleY = 0;
            _this.offsetShearY = 0;
            _this.relative = false;
            _this.local = false;
            return _this;
        }
        return TransformConstraintData;
    }(spine.ConstraintData));
    spine.TransformConstraintData = TransformConstraintData;
})(spine || (spine = {}));
var spine;
(function (spine) {
    var Triangulator = (function () {
        function Triangulator() {
            this.convexPolygons = new Array();
            this.convexPolygonsIndices = new Array();
            this.indicesArray = new Array();
            this.isConcaveArray = new Array();
            this.triangles = new Array();
            this.polygonPool = new spine.Pool(function () {
                return new Array();
            });
            this.polygonIndicesPool = new spine.Pool(function () {
                return new Array();
            });
        }
        Triangulator.prototype.triangulate = function (verticesArray) {
            var vertices = verticesArray;
            var vertexCount = verticesArray.length >> 1;
            var indices = this.indicesArray;
            indices.length = 0;
            for (var i = 0; i < vertexCount; i++)
                indices[i] = i;
            var isConcave = this.isConcaveArray;
            isConcave.length = 0;
            for (var i = 0, n = vertexCount; i < n; ++i)
                isConcave[i] = Triangulator.isConcave(i, vertexCount, vertices, indices);
            var triangles = this.triangles;
            triangles.length = 0;
            while (vertexCount > 3) {
                var previous = vertexCount - 1, i = 0, next = 1;
                while (true) {
                    outer: if (!isConcave[i]) {
                        var p1 = indices[previous] << 1, p2 = indices[i] << 1, p3 = indices[next] << 1;
                        var p1x = vertices[p1], p1y = vertices[p1 + 1];
                        var p2x = vertices[p2], p2y = vertices[p2 + 1];
                        var p3x = vertices[p3], p3y = vertices[p3 + 1];
                        for (var ii = (next + 1) % vertexCount; ii != previous; ii = (ii + 1) % vertexCount) {
                            if (!isConcave[ii])
                                continue;
                            var v = indices[ii] << 1;
                            var vx = vertices[v], vy = vertices[v + 1];
                            if (Triangulator.positiveArea(p3x, p3y, p1x, p1y, vx, vy)) {
                                if (Triangulator.positiveArea(p1x, p1y, p2x, p2y, vx, vy)) {
                                    if (Triangulator.positiveArea(p2x, p2y, p3x, p3y, vx, vy))
                                        break outer;
                                }
                            }
                        }
                        break;
                    }
                    if (next == 0) {
                        do {
                            if (!isConcave[i])
                                break;
                            i--;
                        } while (i > 0);
                        break;
                    }
                    previous = i;
                    i = next;
                    next = (next + 1) % vertexCount;
                }
                triangles.push(indices[(vertexCount + i - 1) % vertexCount]);
                triangles.push(indices[i]);
                triangles.push(indices[(i + 1) % vertexCount]);
                indices.splice(i, 1);
                isConcave.splice(i, 1);
                vertexCount--;
                var previousIndex = (vertexCount + i - 1) % vertexCount;
                var nextIndex = i == vertexCount ? 0 : i;
                isConcave[previousIndex] = Triangulator.isConcave(previousIndex, vertexCount, vertices, indices);
                isConcave[nextIndex] = Triangulator.isConcave(nextIndex, vertexCount, vertices, indices);
            }
            if (vertexCount == 3) {
                triangles.push(indices[2]);
                triangles.push(indices[0]);
                triangles.push(indices[1]);
            }
            return triangles;
        };
        Triangulator.prototype.decompose = function (verticesArray, triangles) {
            var vertices = verticesArray;
            var convexPolygons = this.convexPolygons;
            this.polygonPool.freeAll(convexPolygons);
            convexPolygons.length = 0;
            var convexPolygonsIndices = this.convexPolygonsIndices;
            this.polygonIndicesPool.freeAll(convexPolygonsIndices);
            convexPolygonsIndices.length = 0;
            var polygonIndices = this.polygonIndicesPool.obtain();
            polygonIndices.length = 0;
            var polygon = this.polygonPool.obtain();
            polygon.length = 0;
            var fanBaseIndex = -1, lastWinding = 0;
            for (var i = 0, n = triangles.length; i < n; i += 3) {
                var t1 = triangles[i] << 1, t2 = triangles[i + 1] << 1, t3 = triangles[i + 2] << 1;
                var x1 = vertices[t1], y1 = vertices[t1 + 1];
                var x2 = vertices[t2], y2 = vertices[t2 + 1];
                var x3 = vertices[t3], y3 = vertices[t3 + 1];
                var merged = false;
                if (fanBaseIndex == t1) {
                    var o = polygon.length - 4;
                    var winding1 = Triangulator.winding(polygon[o], polygon[o + 1], polygon[o + 2], polygon[o + 3], x3, y3);
                    var winding2 = Triangulator.winding(x3, y3, polygon[0], polygon[1], polygon[2], polygon[3]);
                    if (winding1 == lastWinding && winding2 == lastWinding) {
                        polygon.push(x3);
                        polygon.push(y3);
                        polygonIndices.push(t3);
                        merged = true;
                    }
                }
                if (!merged) {
                    if (polygon.length > 0) {
                        convexPolygons.push(polygon);
                        convexPolygonsIndices.push(polygonIndices);
                    }
                    else {
                        this.polygonPool.free(polygon);
                        this.polygonIndicesPool.free(polygonIndices);
                    }
                    polygon = this.polygonPool.obtain();
                    polygon.length = 0;
                    polygon.push(x1);
                    polygon.push(y1);
                    polygon.push(x2);
                    polygon.push(y2);
                    polygon.push(x3);
                    polygon.push(y3);
                    polygonIndices = this.polygonIndicesPool.obtain();
                    polygonIndices.length = 0;
                    polygonIndices.push(t1);
                    polygonIndices.push(t2);
                    polygonIndices.push(t3);
                    lastWinding = Triangulator.winding(x1, y1, x2, y2, x3, y3);
                    fanBaseIndex = t1;
                }
            }
            if (polygon.length > 0) {
                convexPolygons.push(polygon);
                convexPolygonsIndices.push(polygonIndices);
            }
            for (var i = 0, n = convexPolygons.length; i < n; i++) {
                polygonIndices = convexPolygonsIndices[i];
                if (polygonIndices.length == 0)
                    continue;
                var firstIndex = polygonIndices[0];
                var lastIndex = polygonIndices[polygonIndices.length - 1];
                polygon = convexPolygons[i];
                var o = polygon.length - 4;
                var prevPrevX = polygon[o], prevPrevY = polygon[o + 1];
                var prevX = polygon[o + 2], prevY = polygon[o + 3];
                var firstX = polygon[0], firstY = polygon[1];
                var secondX = polygon[2], secondY = polygon[3];
                var winding = Triangulator.winding(prevPrevX, prevPrevY, prevX, prevY, firstX, firstY);
                for (var ii = 0; ii < n; ii++) {
                    if (ii == i)
                        continue;
                    var otherIndices = convexPolygonsIndices[ii];
                    if (otherIndices.length != 3)
                        continue;
                    var otherFirstIndex = otherIndices[0];
                    var otherSecondIndex = otherIndices[1];
                    var otherLastIndex = otherIndices[2];
                    var otherPoly = convexPolygons[ii];
                    var x3 = otherPoly[otherPoly.length - 2], y3 = otherPoly[otherPoly.length - 1];
                    if (otherFirstIndex != firstIndex || otherSecondIndex != lastIndex)
                        continue;
                    var winding1 = Triangulator.winding(prevPrevX, prevPrevY, prevX, prevY, x3, y3);
                    var winding2 = Triangulator.winding(x3, y3, firstX, firstY, secondX, secondY);
                    if (winding1 == winding && winding2 == winding) {
                        otherPoly.length = 0;
                        otherIndices.length = 0;
                        polygon.push(x3);
                        polygon.push(y3);
                        polygonIndices.push(otherLastIndex);
                        prevPrevX = prevX;
                        prevPrevY = prevY;
                        prevX = x3;
                        prevY = y3;
                        ii = 0;
                    }
                }
            }
            for (var i = convexPolygons.length - 1; i >= 0; i--) {
                polygon = convexPolygons[i];
                if (polygon.length == 0) {
                    convexPolygons.splice(i, 1);
                    this.polygonPool.free(polygon);
                    polygonIndices = convexPolygonsIndices[i];
                    convexPolygonsIndices.splice(i, 1);
                    this.polygonIndicesPool.free(polygonIndices);
                }
            }
            return convexPolygons;
        };
        Triangulator.isConcave = function (index, vertexCount, vertices, indices) {
            var previous = indices[(vertexCount + index - 1) % vertexCount] << 1;
            var current = indices[index] << 1;
            var next = indices[(index + 1) % vertexCount] << 1;
            return !this.positiveArea(vertices[previous], vertices[previous + 1], vertices[current], vertices[current + 1], vertices[next], vertices[next + 1]);
        };
        Triangulator.positiveArea = function (p1x, p1y, p2x, p2y, p3x, p3y) {
            return p1x * (p3y - p2y) + p2x * (p1y - p3y) + p3x * (p2y - p1y) >= 0;
        };
        Triangulator.winding = function (p1x, p1y, p2x, p2y, p3x, p3y) {
            var px = p2x - p1x, py = p2y - p1y;
            return p3x * py - p3y * px + px * p1y - p1x * py >= 0 ? 1 : -1;
        };
        return Triangulator;
    }());
    spine.Triangulator = Triangulator;
})(spine || (spine = {}));
var spine;
(function (spine) {
    var IntSet = (function () {
        function IntSet() {
            this.array = new Array();
        }
        IntSet.prototype.add = function (value) {
            var contains = this.contains(value);
            this.array[value | 0] = value | 0;
            return !contains;
        };
        IntSet.prototype.contains = function (value) {
            return this.array[value | 0] != undefined;
        };
        IntSet.prototype.remove = function (value) {
            this.array[value | 0] = undefined;
        };
        IntSet.prototype.clear = function () {
            this.array.length = 0;
        };
        return IntSet;
    }());
    spine.IntSet = IntSet;
    var Color = (function () {
        function Color(r, g, b, a) {
            if (r === void 0) { r = 0; }
            if (g === void 0) { g = 0; }
            if (b === void 0) { b = 0; }
            if (a === void 0) { a = 0; }
            this.r = r;
            this.g = g;
            this.b = b;
            this.a = a;
        }
        Color.prototype.set = function (r, g, b, a) {
            this.r = r;
            this.g = g;
            this.b = b;
            this.a = a;
            this.clamp();
            return this;
        };
        Color.prototype.setFromColor = function (c) {
            this.r = c.r;
            this.g = c.g;
            this.b = c.b;
            this.a = c.a;
            return this;
        };
        Color.prototype.setFromString = function (hex) {
            hex = hex.charAt(0) == '#' ? hex.substr(1) : hex;
            this.r = parseInt(hex.substr(0, 2), 16) / 255.0;
            this.g = parseInt(hex.substr(2, 2), 16) / 255.0;
            this.b = parseInt(hex.substr(4, 2), 16) / 255.0;
            this.a = (hex.length != 8 ? 255 : parseInt(hex.substr(6, 2), 16)) / 255.0;
            return this;
        };
        Color.prototype.add = function (r, g, b, a) {
            this.r += r;
            this.g += g;
            this.b += b;
            this.a += a;
            this.clamp();
            return this;
        };
        Color.prototype.clamp = function () {
            if (this.r < 0)
                this.r = 0;
            else if (this.r > 1)
                this.r = 1;
            if (this.g < 0)
                this.g = 0;
            else if (this.g > 1)
                this.g = 1;
            if (this.b < 0)
                this.b = 0;
            else if (this.b > 1)
                this.b = 1;
            if (this.a < 0)
                this.a = 0;
            else if (this.a > 1)
                this.a = 1;
            return this;
        };
        Color.rgba8888ToColor = function (color, value) {
            color.r = ((value & 0xff000000) >>> 24) / 255;
            color.g = ((value & 0x00ff0000) >>> 16) / 255;
            color.b = ((value & 0x0000ff00) >>> 8) / 255;
            color.a = ((value & 0x000000ff)) / 255;
        };
        Color.rgb888ToColor = function (color, value) {
            color.r = ((value & 0x00ff0000) >>> 16) / 255;
            color.g = ((value & 0x0000ff00) >>> 8) / 255;
            color.b = ((value & 0x000000ff)) / 255;
        };
        Color.WHITE = new Color(1, 1, 1, 1);
        Color.RED = new Color(1, 0, 0, 1);
        Color.GREEN = new Color(0, 1, 0, 1);
        Color.BLUE = new Color(0, 0, 1, 1);
        Color.MAGENTA = new Color(1, 0, 1, 1);
        return Color;
    }());
    spine.Color = Color;
    var MathUtils = (function () {
        function MathUtils() {
        }
        MathUtils.clamp = function (value, min, max) {
            if (value < min)
                return min;
            if (value > max)
                return max;
            return value;
        };
        MathUtils.cosDeg = function (degrees) {
            return Math.cos(degrees * MathUtils.degRad);
        };
        MathUtils.sinDeg = function (degrees) {
            return Math.sin(degrees * MathUtils.degRad);
        };
        MathUtils.signum = function (value) {
            return value > 0 ? 1 : value < 0 ? -1 : 0;
        };
        MathUtils.toInt = function (x) {
            return x > 0 ? Math.floor(x) : Math.ceil(x);
        };
        MathUtils.cbrt = function (x) {
            var y = Math.pow(Math.abs(x), 1 / 3);
            return x < 0 ? -y : y;
        };
        MathUtils.randomTriangular = function (min, max) {
            return MathUtils.randomTriangularWith(min, max, (min + max) * 0.5);
        };
        MathUtils.randomTriangularWith = function (min, max, mode) {
            var u = Math.random();
            var d = max - min;
            if (u <= (mode - min) / d)
                return min + Math.sqrt(u * d * (mode - min));
            return max - Math.sqrt((1 - u) * d * (max - mode));
        };
        MathUtils.PI = 3.1415927;
        MathUtils.PI2 = MathUtils.PI * 2;
        MathUtils.radiansToDegrees = 180 / MathUtils.PI;
        MathUtils.radDeg = MathUtils.radiansToDegrees;
        MathUtils.degreesToRadians = MathUtils.PI / 180;
        MathUtils.degRad = MathUtils.degreesToRadians;
        return MathUtils;
    }());
    spine.MathUtils = MathUtils;
    var Interpolation = (function () {
        function Interpolation() {
        }
        Interpolation.prototype.apply = function (start, end, a) {
            return start + (end - start) * this.applyInternal(a);
        };
        return Interpolation;
    }());
    spine.Interpolation = Interpolation;
    var Pow = (function (_super) {
        __extends(Pow, _super);
        function Pow(power) {
            var _this = _super.call(this) || this;
            _this.power = 2;
            _this.power = power;
            return _this;
        }
        Pow.prototype.applyInternal = function (a) {
            if (a <= 0.5)
                return Math.pow(a * 2, this.power) / 2;
            return Math.pow((a - 1) * 2, this.power) / (this.power % 2 == 0 ? -2 : 2) + 1;
        };
        return Pow;
    }(Interpolation));
    spine.Pow = Pow;
    var PowOut = (function (_super) {
        __extends(PowOut, _super);
        function PowOut(power) {
            return _super.call(this, power) || this;
        }
        PowOut.prototype.applyInternal = function (a) {
            return Math.pow(a - 1, this.power) * (this.power % 2 == 0 ? -1 : 1) + 1;
        };
        return PowOut;
    }(Pow));
    spine.PowOut = PowOut;
    var Utils = (function () {
        function Utils() {
        }
        Utils.arrayCopy = function (source, sourceStart, dest, destStart, numElements) {
            for (var i = sourceStart, j = destStart; i < sourceStart + numElements; i++, j++) {
                dest[j] = source[i];
            }
        };
        Utils.setArraySize = function (array, size, value) {
            if (value === void 0) { value = 0; }
            var oldSize = array.length;
            if (oldSize == size)
                return array;
            array.length = size;
            if (oldSize < size) {
                for (var i = oldSize; i < size; i++)
                    array[i] = value;
            }
            return array;
        };
        Utils.ensureArrayCapacity = function (array, size, value) {
            if (value === void 0) { value = 0; }
            if (array.length >= size)
                return array;
            return Utils.setArraySize(array, size, value);
        };
        Utils.newArray = function (size, defaultValue) {
            var array = new Array(size);
            for (var i = 0; i < size; i++)
                array[i] = defaultValue;
            return array;
        };
        Utils.newFloatArray = function (size) {
            if (Utils.SUPPORTS_TYPED_ARRAYS) {
                return new Float32Array(size);
            }
            else {
                var array = new Array(size);
                for (var i = 0; i < array.length; i++)
                    array[i] = 0;
                return array;
            }
        };
        Utils.newShortArray = function (size) {
            if (Utils.SUPPORTS_TYPED_ARRAYS) {
                return new Int16Array(size);
            }
            else {
                var array = new Array(size);
                for (var i = 0; i < array.length; i++)
                    array[i] = 0;
                return array;
            }
        };
        Utils.toFloatArray = function (array) {
            return Utils.SUPPORTS_TYPED_ARRAYS ? new Float32Array(array) : array;
        };
        Utils.toSinglePrecision = function (value) {
            return Utils.SUPPORTS_TYPED_ARRAYS ? Math.fround(value) : value;
        };
        Utils.webkit602BugfixHelper = function (alpha, blend) {
        };
        Utils.contains = function (array, element, identity) {
            if (identity === void 0) { identity = true; }
            for (var i = 0; i < array.length; i++) {
                if (array[i] == element)
                    return true;
            }
            return false;
        };
        Utils.SUPPORTS_TYPED_ARRAYS = typeof (Float32Array) !== "undefined";
        return Utils;
    }());
    spine.Utils = Utils;
    var DebugUtils = (function () {
        function DebugUtils() {
        }
        DebugUtils.logBones = function (skeleton) {
            for (var i = 0; i < skeleton.bones.length; i++) {
                var bone = skeleton.bones[i];
                console.log(bone.data.name + ", " + bone.a + ", " + bone.b + ", " + bone.c + ", " + bone.d + ", " + bone.worldX + ", " + bone.worldY);
            }
        };
        return DebugUtils;
    }());
    spine.DebugUtils = DebugUtils;
    var Pool = (function () {
        function Pool(instantiator) {
            this.items = new Array();
            this.instantiator = instantiator;
        }
        Pool.prototype.obtain = function () {
            return this.items.length > 0 ? this.items.pop() : this.instantiator();
        };
        Pool.prototype.free = function (item) {
            if (item.reset)
                item.reset();
            this.items.push(item);
        };
        Pool.prototype.freeAll = function (items) {
            for (var i = 0; i < items.length; i++) {
                if (items[i].reset)
                    items[i].reset();
                this.items[i] = items[i];
            }
        };
        Pool.prototype.clear = function () {
            this.items.length = 0;
        };
        return Pool;
    }());
    spine.Pool = Pool;
    var Vector2 = (function () {
        function Vector2(x, y) {
            if (x === void 0) { x = 0; }
            if (y === void 0) { y = 0; }
            this.x = x;
            this.y = y;
        }
        Vector2.prototype.set = function (x, y) {
            this.x = x;
            this.y = y;
            return this;
        };
        Vector2.prototype.length = function () {
            var x = this.x;
            var y = this.y;
            return Math.sqrt(x * x + y * y);
        };
        Vector2.prototype.normalize = function () {
            var len = this.length();
            if (len != 0) {
                this.x /= len;
                this.y /= len;
            }
            return this;
        };
        return Vector2;
    }());
    spine.Vector2 = Vector2;
    var TimeKeeper = (function () {
        function TimeKeeper() {
            this.maxDelta = 0.064;
            this.framesPerSecond = 0;
            this.delta = 0;
            this.totalTime = 0;
            this.lastTime = Date.now() / 1000;
            this.frameCount = 0;
            this.frameTime = 0;
        }
        TimeKeeper.prototype.update = function () {
            var now = Date.now() / 1000;
            this.delta = now - this.lastTime;
            this.frameTime += this.delta;
            this.totalTime += this.delta;
            if (this.delta > this.maxDelta)
                this.delta = this.maxDelta;
            this.lastTime = now;
            this.frameCount++;
            if (this.frameTime > 1) {
                this.framesPerSecond = this.frameCount / this.frameTime;
                this.frameTime = 0;
                this.frameCount = 0;
            }
        };
        return TimeKeeper;
    }());
    spine.TimeKeeper = TimeKeeper;
    var WindowedMean = (function () {
        function WindowedMean(windowSize) {
            if (windowSize === void 0) { windowSize = 32; }
            this.addedValues = 0;
            this.lastValue = 0;
            this.mean = 0;
            this.dirty = true;
            this.values = new Array(windowSize);
        }
        WindowedMean.prototype.hasEnoughData = function () {
            return this.addedValues >= this.values.length;
        };
        WindowedMean.prototype.addValue = function (value) {
            if (this.addedValues < this.values.length)
                this.addedValues++;
            this.values[this.lastValue++] = value;
            if (this.lastValue > this.values.length - 1)
                this.lastValue = 0;
            this.dirty = true;
        };
        WindowedMean.prototype.getMean = function () {
            if (this.hasEnoughData()) {
                if (this.dirty) {
                    var mean = 0;
                    for (var i = 0; i < this.values.length; i++) {
                        mean += this.values[i];
                    }
                    this.mean = mean / this.values.length;
                    this.dirty = false;
                }
                return this.mean;
            }
            else {
                return 0;
            }
        };
        return WindowedMean;
    }());
    spine.WindowedMean = WindowedMean;
})(spine || (spine = {}));
(function () {
    if (!Math.fround) {
        Math.fround = (function (array) {
            return function (x) {
                return array[0] = x, array[0];
            };
        })(new Float32Array(1));
    }
})();
var spine;
(function (spine) {
    var Attachment = (function () {
        function Attachment(name) {
            if (name == null)
                throw new Error("name cannot be null.");
            this.name = name;
        }
        return Attachment;
    }());
    spine.Attachment = Attachment;
    var VertexAttachment = (function (_super) {
        __extends(VertexAttachment, _super);
        function VertexAttachment(name) {
            var _this = _super.call(this, name) || this;
            _this.id = (VertexAttachment.nextID++ & 65535) << 11;
            _this.worldVerticesLength = 0;
            _this.deformAttachment = _this;
            return _this;
        }
        VertexAttachment.prototype.computeWorldVertices = function (slot, start, count, worldVertices, offset, stride) {
            count = offset + (count >> 1) * stride;
            var skeleton = slot.bone.skeleton;
            var deformArray = slot.deform;
            var vertices = this.vertices;
            var bones = this.bones;
            if (bones == null) {
                if (deformArray.length > 0)
                    vertices = deformArray;
                var bone = slot.bone;
                var x = bone.worldX;
                var y = bone.worldY;
                var a = bone.a, b = bone.b, c = bone.c, d = bone.d;
                for (var v_1 = start, w = offset; w < count; v_1 += 2, w += stride) {
                    var vx = vertices[v_1], vy = vertices[v_1 + 1];
                    worldVertices[w] = vx * a + vy * b + x;
                    worldVertices[w + 1] = vx * c + vy * d + y;
                }
                return;
            }
            var v = 0, skip = 0;
            for (var i = 0; i < start; i += 2) {
                var n = bones[v];
                v += n + 1;
                skip += n;
            }
            var skeletonBones = skeleton.bones;
            if (deformArray.length == 0) {
                for (var w = offset, b = skip * 3; w < count; w += stride) {
                    var wx = 0, wy = 0;
                    var n = bones[v++];
                    n += v;
                    for (; v < n; v++, b += 3) {
                        var bone = skeletonBones[bones[v]];
                        var vx = vertices[b], vy = vertices[b + 1], weight = vertices[b + 2];
                        wx += (vx * bone.a + vy * bone.b + bone.worldX) * weight;
                        wy += (vx * bone.c + vy * bone.d + bone.worldY) * weight;
                    }
                    worldVertices[w] = wx;
                    worldVertices[w + 1] = wy;
                }
            }
            else {
                var deform = deformArray;
                for (var w = offset, b = skip * 3, f = skip << 1; w < count; w += stride) {
                    var wx = 0, wy = 0;
                    var n = bones[v++];
                    n += v;
                    for (; v < n; v++, b += 3, f += 2) {
                        var bone = skeletonBones[bones[v]];
                        var vx = vertices[b] + deform[f], vy = vertices[b + 1] + deform[f + 1], weight = vertices[b + 2];
                        wx += (vx * bone.a + vy * bone.b + bone.worldX) * weight;
                        wy += (vx * bone.c + vy * bone.d + bone.worldY) * weight;
                    }
                    worldVertices[w] = wx;
                    worldVertices[w + 1] = wy;
                }
            }
        };
        VertexAttachment.prototype.copyTo = function (attachment) {
            if (this.bones != null) {
                attachment.bones = new Array(this.bones.length);
                spine.Utils.arrayCopy(this.bones, 0, attachment.bones, 0, this.bones.length);
            }
            else
                attachment.bones = null;
            if (this.vertices != null) {
                attachment.vertices = spine.Utils.newFloatArray(this.vertices.length);
                spine.Utils.arrayCopy(this.vertices, 0, attachment.vertices, 0, this.vertices.length);
            }
            else
                attachment.vertices = null;
            attachment.worldVerticesLength = this.worldVerticesLength;
            attachment.deformAttachment = this.deformAttachment;
        };
        VertexAttachment.nextID = 0;
        return VertexAttachment;
    }(Attachment));
    spine.VertexAttachment = VertexAttachment;
})(spine || (spine = {}));
var spine;
(function (spine) {
    var AttachmentType;
    (function (AttachmentType) {
        AttachmentType[AttachmentType["Region"] = 0] = "Region";
        AttachmentType[AttachmentType["BoundingBox"] = 1] = "BoundingBox";
        AttachmentType[AttachmentType["Mesh"] = 2] = "Mesh";
        AttachmentType[AttachmentType["LinkedMesh"] = 3] = "LinkedMesh";
        AttachmentType[AttachmentType["Path"] = 4] = "Path";
        AttachmentType[AttachmentType["Point"] = 5] = "Point";
        AttachmentType[AttachmentType["Clipping"] = 6] = "Clipping";
    })(AttachmentType = spine.AttachmentType || (spine.AttachmentType = {}));
})(spine || (spine = {}));
var spine;
(function (spine) {
    var BoundingBoxAttachment = (function (_super) {
        __extends(BoundingBoxAttachment, _super);
        function BoundingBoxAttachment(name) {
            var _this = _super.call(this, name) || this;
            _this.color = new spine.Color(1, 1, 1, 1);
            return _this;
        }
        BoundingBoxAttachment.prototype.copy = function () {
            var copy = new BoundingBoxAttachment(name);
            this.copyTo(copy);
            copy.color.setFromColor(this.color);
            return copy;
        };
        return BoundingBoxAttachment;
    }(spine.VertexAttachment));
    spine.BoundingBoxAttachment = BoundingBoxAttachment;
})(spine || (spine = {}));
var spine;
(function (spine) {
    var ClippingAttachment = (function (_super) {
        __extends(ClippingAttachment, _super);
        function ClippingAttachment(name) {
            var _this = _super.call(this, name) || this;
            _this.color = new spine.Color(0.2275, 0.2275, 0.8078, 1);
            return _this;
        }
        ClippingAttachment.prototype.copy = function () {
            var copy = new ClippingAttachment(name);
            this.copyTo(copy);
            copy.endSlot = this.endSlot;
            copy.color.setFromColor(this.color);
            return copy;
        };
        return ClippingAttachment;
    }(spine.VertexAttachment));
    spine.ClippingAttachment = ClippingAttachment;
})(spine || (spine = {}));
var spine;
(function (spine) {
    var MeshAttachment = (function (_super) {
        __extends(MeshAttachment, _super);
        function MeshAttachment(name) {
            var _this = _super.call(this, name) || this;
            _this.color = new spine.Color(1, 1, 1, 1);
            _this.tempColor = new spine.Color(0, 0, 0, 0);
            return _this;
        }
        MeshAttachment.prototype.updateUVs = function () {
            var regionUVs = this.regionUVs;
            if (this.uvs == null || this.uvs.length != regionUVs.length)
                this.uvs = spine.Utils.newFloatArray(regionUVs.length);
            var uvs = this.uvs;
            var n = this.uvs.length;
            var u = this.region.u, v = this.region.v, width = 0, height = 0;
            if (this.region instanceof spine.TextureAtlasRegion) {
                var region = this.region;
                var textureWidth = region.texture.getImage().width, textureHeight = region.texture.getImage().height;
                switch (region.degrees) {
                    case 90:
                        u -= (region.originalHeight - region.offsetY - region.height) / textureWidth;
                        v -= (region.originalWidth - region.offsetX - region.width) / textureHeight;
                        width = region.originalHeight / textureWidth;
                        height = region.originalWidth / textureHeight;
                        for (var i = 0; i < n; i += 2) {
                            uvs[i] = u + regionUVs[i + 1] * width;
                            uvs[i + 1] = v + (1 - regionUVs[i]) * height;
                        }
                        return;
                    case 180:
                        u -= (region.originalWidth - region.offsetX - region.width) / textureWidth;
                        v -= region.offsetY / textureHeight;
                        width = region.originalWidth / textureWidth;
                        height = region.originalHeight / textureHeight;
                        for (var i = 0; i < n; i += 2) {
                            uvs[i] = u + (1 - regionUVs[i]) * width;
                            uvs[i + 1] = v + (1 - regionUVs[i + 1]) * height;
                        }
                        return;
                    case 270:
                        u -= region.offsetY / textureWidth;
                        v -= region.offsetX / textureHeight;
                        width = region.originalHeight / textureWidth;
                        height = region.originalWidth / textureHeight;
                        for (var i = 0; i < n; i += 2) {
                            uvs[i] = u + (1 - regionUVs[i + 1]) * width;
                            uvs[i + 1] = v + regionUVs[i] * height;
                        }
                        return;
                }
                u -= region.offsetX / textureWidth;
                v -= (region.originalHeight - region.offsetY - region.height) / textureHeight;
                width = region.originalWidth / textureWidth;
                height = region.originalHeight / textureHeight;
            }
            else if (this.region == null) {
                u = v = 0;
                width = height = 1;
            }
            else {
                width = this.region.u2 - u;
                height = this.region.v2 - v;
            }
            for (var i = 0; i < n; i += 2) {
                uvs[i] = u + regionUVs[i] * width;
                uvs[i + 1] = v + regionUVs[i + 1] * height;
            }
        };
        MeshAttachment.prototype.getParentMesh = function () {
            return this.parentMesh;
        };
        MeshAttachment.prototype.setParentMesh = function (parentMesh) {
            this.parentMesh = parentMesh;
            if (parentMesh != null) {
                this.bones = parentMesh.bones;
                this.vertices = parentMesh.vertices;
                this.worldVerticesLength = parentMesh.worldVerticesLength;
                this.regionUVs = parentMesh.regionUVs;
                this.triangles = parentMesh.triangles;
                this.hullLength = parentMesh.hullLength;
                this.worldVerticesLength = parentMesh.worldVerticesLength;
            }
        };
        MeshAttachment.prototype.copy = function () {
            if (this.parentMesh != null)
                return this.newLinkedMesh();
            var copy = new MeshAttachment(this.name);
            copy.region = this.region;
            copy.path = this.path;
            copy.color.setFromColor(this.color);
            this.copyTo(copy);
            copy.regionUVs = new Array(this.regionUVs.length);
            spine.Utils.arrayCopy(this.regionUVs, 0, copy.regionUVs, 0, this.regionUVs.length);
            copy.uvs = new Array(this.uvs.length);
            spine.Utils.arrayCopy(this.uvs, 0, copy.uvs, 0, this.uvs.length);
            copy.triangles = new Array(this.triangles.length);
            spine.Utils.arrayCopy(this.triangles, 0, copy.triangles, 0, this.triangles.length);
            copy.hullLength = this.hullLength;
            if (this.edges != null) {
                copy.edges = new Array(this.edges.length);
                spine.Utils.arrayCopy(this.edges, 0, copy.edges, 0, this.edges.length);
            }
            copy.width = this.width;
            copy.height = this.height;
            return copy;
        };
        MeshAttachment.prototype.newLinkedMesh = function () {
            var copy = new MeshAttachment(this.name);
            copy.region = this.region;
            copy.path = this.path;
            copy.color.setFromColor(this.color);
            copy.deformAttachment = this.deformAttachment;
            copy.setParentMesh(this.parentMesh != null ? this.parentMesh : this);
            copy.updateUVs();
            return copy;
        };
        return MeshAttachment;
    }(spine.VertexAttachment));
    spine.MeshAttachment = MeshAttachment;
})(spine || (spine = {}));
var spine;
(function (spine) {
    var PathAttachment = (function (_super) {
        __extends(PathAttachment, _super);
        function PathAttachment(name) {
            var _this = _super.call(this, name) || this;
            _this.closed = false;
            _this.constantSpeed = false;
            _this.color = new spine.Color(1, 1, 1, 1);
            return _this;
        }
        PathAttachment.prototype.copy = function () {
            var copy = new PathAttachment(name);
            this.copyTo(copy);
            copy.lengths = new Array(this.lengths.length);
            spine.Utils.arrayCopy(this.lengths, 0, copy.lengths, 0, this.lengths.length);
            copy.closed = closed;
            copy.constantSpeed = this.constantSpeed;
            copy.color.setFromColor(this.color);
            return copy;
        };
        return PathAttachment;
    }(spine.VertexAttachment));
    spine.PathAttachment = PathAttachment;
})(spine || (spine = {}));
var spine;
(function (spine) {
    var PointAttachment = (function (_super) {
        __extends(PointAttachment, _super);
        function PointAttachment(name) {
            var _this = _super.call(this, name) || this;
            _this.color = new spine.Color(0.38, 0.94, 0, 1);
            return _this;
        }
        PointAttachment.prototype.computeWorldPosition = function (bone, point) {
            point.x = this.x * bone.a + this.y * bone.b + bone.worldX;
            point.y = this.x * bone.c + this.y * bone.d + bone.worldY;
            return point;
        };
        PointAttachment.prototype.computeWorldRotation = function (bone) {
            var cos = spine.MathUtils.cosDeg(this.rotation), sin = spine.MathUtils.sinDeg(this.rotation);
            var x = cos * bone.a + sin * bone.b;
            var y = cos * bone.c + sin * bone.d;
            return Math.atan2(y, x) * spine.MathUtils.radDeg;
        };
        PointAttachment.prototype.copy = function () {
            var copy = new PointAttachment(name);
            copy.x = this.x;
            copy.y = this.y;
            copy.rotation = this.rotation;
            copy.color.setFromColor(this.color);
            return copy;
        };
        return PointAttachment;
    }(spine.VertexAttachment));
    spine.PointAttachment = PointAttachment;
})(spine || (spine = {}));
var spine;
(function (spine) {
    var RegionAttachment = (function (_super) {
        __extends(RegionAttachment, _super);
        function RegionAttachment(name) {
            var _this = _super.call(this, name) || this;
            _this.x = 0;
            _this.y = 0;
            _this.scaleX = 1;
            _this.scaleY = 1;
            _this.rotation = 0;
            _this.width = 0;
            _this.height = 0;
            _this.color = new spine.Color(1, 1, 1, 1);
            _this.offset = spine.Utils.newFloatArray(8);
            _this.uvs = spine.Utils.newFloatArray(8);
            _this.tempColor = new spine.Color(1, 1, 1, 1);
            return _this;
        }
        RegionAttachment.prototype.updateOffset = function () {
            var regionScaleX = this.width / this.region.originalWidth * this.scaleX;
            var regionScaleY = this.height / this.region.originalHeight * this.scaleY;
            var localX = -this.width / 2 * this.scaleX + this.region.offsetX * regionScaleX;
            var localY = -this.height / 2 * this.scaleY + this.region.offsetY * regionScaleY;
            var localX2 = localX + this.region.width * regionScaleX;
            var localY2 = localY + this.region.height * regionScaleY;
            var radians = this.rotation * Math.PI / 180;
            var cos = Math.cos(radians);
            var sin = Math.sin(radians);
            var localXCos = localX * cos + this.x;
            var localXSin = localX * sin;
            var localYCos = localY * cos + this.y;
            var localYSin = localY * sin;
            var localX2Cos = localX2 * cos + this.x;
            var localX2Sin = localX2 * sin;
            var localY2Cos = localY2 * cos + this.y;
            var localY2Sin = localY2 * sin;
            var offset = this.offset;
            offset[RegionAttachment.OX1] = localXCos - localYSin;
            offset[RegionAttachment.OY1] = localYCos + localXSin;
            offset[RegionAttachment.OX2] = localXCos - localY2Sin;
            offset[RegionAttachment.OY2] = localY2Cos + localXSin;
            offset[RegionAttachment.OX3] = localX2Cos - localY2Sin;
            offset[RegionAttachment.OY3] = localY2Cos + localX2Sin;
            offset[RegionAttachment.OX4] = localX2Cos - localYSin;
            offset[RegionAttachment.OY4] = localYCos + localX2Sin;
        };
        RegionAttachment.prototype.setRegion = function (region) {
            this.region = region;
            var uvs = this.uvs;
            if (region.rotate) {
                uvs[2] = region.u;
                uvs[3] = region.v2;
                uvs[4] = region.u;
                uvs[5] = region.v;
                uvs[6] = region.u2;
                uvs[7] = region.v;
                uvs[0] = region.u2;
                uvs[1] = region.v2;
            }
            else {
                uvs[0] = region.u;
                uvs[1] = region.v2;
                uvs[2] = region.u;
                uvs[3] = region.v;
                uvs[4] = region.u2;
                uvs[5] = region.v;
                uvs[6] = region.u2;
                uvs[7] = region.v2;
            }
        };
        RegionAttachment.prototype.computeWorldVertices = function (bone, worldVertices, offset, stride) {
            var vertexOffset = this.offset;
            var x = bone.worldX, y = bone.worldY;
            var a = bone.a, b = bone.b, c = bone.c, d = bone.d;
            var offsetX = 0, offsetY = 0;
            offsetX = vertexOffset[RegionAttachment.OX1];
            offsetY = vertexOffset[RegionAttachment.OY1];
            worldVertices[offset] = offsetX * a + offsetY * b + x;
            worldVertices[offset + 1] = offsetX * c + offsetY * d + y;
            offset += stride;
            offsetX = vertexOffset[RegionAttachment.OX2];
            offsetY = vertexOffset[RegionAttachment.OY2];
            worldVertices[offset] = offsetX * a + offsetY * b + x;
            worldVertices[offset + 1] = offsetX * c + offsetY * d + y;
            offset += stride;
            offsetX = vertexOffset[RegionAttachment.OX3];
            offsetY = vertexOffset[RegionAttachment.OY3];
            worldVertices[offset] = offsetX * a + offsetY * b + x;
            worldVertices[offset + 1] = offsetX * c + offsetY * d + y;
            offset += stride;
            offsetX = vertexOffset[RegionAttachment.OX4];
            offsetY = vertexOffset[RegionAttachment.OY4];
            worldVertices[offset] = offsetX * a + offsetY * b + x;
            worldVertices[offset + 1] = offsetX * c + offsetY * d + y;
        };
        RegionAttachment.prototype.copy = function () {
            var copy = new RegionAttachment(name);
            copy.region = this.region;
            copy.rendererObject = this.rendererObject;
            copy.path = this.path;
            copy.x = this.x;
            copy.y = this.y;
            copy.scaleX = this.scaleX;
            copy.scaleY = this.scaleY;
            copy.rotation = this.rotation;
            copy.width = this.width;
            copy.height = this.height;
            spine.Utils.arrayCopy(this.uvs, 0, copy.uvs, 0, 8);
            spine.Utils.arrayCopy(this.offset, 0, copy.offset, 0, 8);
            copy.color.setFromColor(this.color);
            return copy;
        };
        RegionAttachment.OX1 = 0;
        RegionAttachment.OY1 = 1;
        RegionAttachment.OX2 = 2;
        RegionAttachment.OY2 = 3;
        RegionAttachment.OX3 = 4;
        RegionAttachment.OY3 = 5;
        RegionAttachment.OX4 = 6;
        RegionAttachment.OY4 = 7;
        RegionAttachment.X1 = 0;
        RegionAttachment.Y1 = 1;
        RegionAttachment.C1R = 2;
        RegionAttachment.C1G = 3;
        RegionAttachment.C1B = 4;
        RegionAttachment.C1A = 5;
        RegionAttachment.U1 = 6;
        RegionAttachment.V1 = 7;
        RegionAttachment.X2 = 8;
        RegionAttachment.Y2 = 9;
        RegionAttachment.C2R = 10;
        RegionAttachment.C2G = 11;
        RegionAttachment.C2B = 12;
        RegionAttachment.C2A = 13;
        RegionAttachment.U2 = 14;
        RegionAttachment.V2 = 15;
        RegionAttachment.X3 = 16;
        RegionAttachment.Y3 = 17;
        RegionAttachment.C3R = 18;
        RegionAttachment.C3G = 19;
        RegionAttachment.C3B = 20;
        RegionAttachment.C3A = 21;
        RegionAttachment.U3 = 22;
        RegionAttachment.V3 = 23;
        RegionAttachment.X4 = 24;
        RegionAttachment.Y4 = 25;
        RegionAttachment.C4R = 26;
        RegionAttachment.C4G = 27;
        RegionAttachment.C4B = 28;
        RegionAttachment.C4A = 29;
        RegionAttachment.U4 = 30;
        RegionAttachment.V4 = 31;
        return RegionAttachment;
    }(spine.Attachment));
    spine.RegionAttachment = RegionAttachment;
})(spine || (spine = {}));
var spine;
(function (spine) {
    var JitterEffect = (function () {
        function JitterEffect(jitterX, jitterY) {
            this.jitterX = 0;
            this.jitterY = 0;
            this.jitterX = jitterX;
            this.jitterY = jitterY;
        }
        JitterEffect.prototype.begin = function (skeleton) {
        };
        JitterEffect.prototype.transform = function (position, uv, light, dark) {
            position.x += spine.MathUtils.randomTriangular(-this.jitterX, this.jitterY);
            position.y += spine.MathUtils.randomTriangular(-this.jitterX, this.jitterY);
        };
        JitterEffect.prototype.end = function () {
        };
        return JitterEffect;
    }());
    spine.JitterEffect = JitterEffect;
})(spine || (spine = {}));
var spine;
(function (spine) {
    var SwirlEffect = (function () {
        function SwirlEffect(radius) {
            this.centerX = 0;
            this.centerY = 0;
            this.radius = 0;
            this.angle = 0;
            this.worldX = 0;
            this.worldY = 0;
            this.radius = radius;
        }
        SwirlEffect.prototype.begin = function (skeleton) {
            this.worldX = skeleton.x + this.centerX;
            this.worldY = skeleton.y + this.centerY;
        };
        SwirlEffect.prototype.transform = function (position, uv, light, dark) {
            var radAngle = this.angle * spine.MathUtils.degreesToRadians;
            var x = position.x - this.worldX;
            var y = position.y - this.worldY;
            var dist = Math.sqrt(x * x + y * y);
            if (dist < this.radius) {
                var theta = SwirlEffect.interpolation.apply(0, radAngle, (this.radius - dist) / this.radius);
                var cos = Math.cos(theta);
                var sin = Math.sin(theta);
                position.x = cos * x - sin * y + this.worldX;
                position.y = sin * x + cos * y + this.worldY;
            }
        };
        SwirlEffect.prototype.end = function () {
        };
        SwirlEffect.interpolation = new spine.PowOut(2);
        return SwirlEffect;
    }());
    spine.SwirlEffect = SwirlEffect;
})(spine || (spine = {}));
var spine;
(function (spine) {
    var webgl;
    (function (webgl) {
        var AssetManager = (function (_super) {
            __extends(AssetManager, _super);
            function AssetManager(context, pathPrefix) {
                if (pathPrefix === void 0) { pathPrefix = ""; }
                return _super.call(this, function (image) {
                    return new spine.webgl.GLTexture(context, image);
                }, pathPrefix) || this;
            }
            return AssetManager;
        }(spine.AssetManager));
        webgl.AssetManager = AssetManager;
    })(webgl = spine.webgl || (spine.webgl = {}));
})(spine || (spine = {}));
var spine;
(function (spine) {
    var webgl;
    (function (webgl) {
        var OrthoCamera = (function () {
            function OrthoCamera(viewportWidth, viewportHeight) {
                this.position = new webgl.Vector3(0, 0, 0);
                this.direction = new webgl.Vector3(0, 0, -1);
                this.up = new webgl.Vector3(0, 1, 0);
                this.near = 0;
                this.far = 100;
                this.zoom = 1;
                this.viewportWidth = 0;
                this.viewportHeight = 0;
                this.projectionView = new webgl.Matrix4();
                this.inverseProjectionView = new webgl.Matrix4();
                this.projection = new webgl.Matrix4();
                this.view = new webgl.Matrix4();
                this.tmp = new webgl.Vector3();
                this.viewportWidth = viewportWidth;
                this.viewportHeight = viewportHeight;
                this.update();
            }
            OrthoCamera.prototype.update = function () {
                var projection = this.projection;
                var view = this.view;
                var projectionView = this.projectionView;
                var inverseProjectionView = this.inverseProjectionView;
                var zoom = this.zoom, viewportWidth = this.viewportWidth, viewportHeight = this.viewportHeight;
                projection.ortho(zoom * (-viewportWidth / 2), zoom * (viewportWidth / 2), zoom * (-viewportHeight / 2), zoom * (viewportHeight / 2), this.near, this.far);
                view.lookAt(this.position, this.direction, this.up);
                projectionView.set(projection.values);
                projectionView.multiply(view);
                inverseProjectionView.set(projectionView.values).invert();
            };
            OrthoCamera.prototype.screenToWorld = function (screenCoords, screenWidth, screenHeight) {
                var x = screenCoords.x, y = screenHeight - screenCoords.y - 1;
                var tmp = this.tmp;
                tmp.x = (2 * x) / screenWidth - 1;
                tmp.y = (2 * y) / screenHeight - 1;
                tmp.z = (2 * screenCoords.z) - 1;
                tmp.project(this.inverseProjectionView);
                screenCoords.set(tmp.x, tmp.y, tmp.z);
                return screenCoords;
            };
            OrthoCamera.prototype.setViewport = function (viewportWidth, viewportHeight) {
                this.viewportWidth = viewportWidth;
                this.viewportHeight = viewportHeight;
            };
            return OrthoCamera;
        }());
        webgl.OrthoCamera = OrthoCamera;
    })(webgl = spine.webgl || (spine.webgl = {}));
})(spine || (spine = {}));
var spine;
(function (spine) {
    var webgl;
    (function (webgl) {
        var GLTexture = (function (_super) {
            __extends(GLTexture, _super);
            function GLTexture(context, image, useMipMaps) {
                if (useMipMaps === void 0) { useMipMaps = false; }
                var _this = _super.call(this, image) || this;
                _this.texture = null;
                _this.boundUnit = 0;
                _this.useMipMaps = false;
                _this.context = context instanceof webgl.ManagedWebGLRenderingContext ? context : new webgl.ManagedWebGLRenderingContext(context);
                _this.useMipMaps = useMipMaps;
                _this.restore();
                _this.context.addRestorable(_this);
                return _this;
            }
            GLTexture.prototype.setFilters = function (minFilter, magFilter) {
                var gl = this.context.gl;
                this.bind();
                gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, minFilter);
                gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, GLTexture.validateMagFilter(magFilter));
            };
            GLTexture.validateMagFilter = function (magFilter) {
                switch (magFilter) {
                    case spine.TextureFilter.MipMap:
                    case spine.TextureFilter.MipMapLinearLinear:
                    case spine.TextureFilter.MipMapLinearNearest:
                    case spine.TextureFilter.MipMapNearestLinear:
                    case spine.TextureFilter.MipMapNearestNearest:
                        return spine.TextureFilter.Linear;
                    default:
                        return magFilter;
                }
            };
            GLTexture.prototype.setWraps = function (uWrap, vWrap) {
                var gl = this.context.gl;
                this.bind();
                gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, uWrap);
                gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, vWrap);
            };
            GLTexture.prototype.update = function (useMipMaps) {
                var gl = this.context.gl;
                if (!this.texture) {
                    this.texture = this.context.gl.createTexture();
                }
                this.bind();
                gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, this._image);
                gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
                gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, useMipMaps ? gl.LINEAR_MIPMAP_LINEAR : gl.LINEAR);
                gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
                gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
                if (useMipMaps)
                    gl.generateMipmap(gl.TEXTURE_2D);
            };
            GLTexture.prototype.restore = function () {
                this.texture = null;
                this.update(this.useMipMaps);
            };
            GLTexture.prototype.bind = function (unit) {
                if (unit === void 0) { unit = 0; }
                var gl = this.context.gl;
                this.boundUnit = unit;
                gl.activeTexture(gl.TEXTURE0 + unit);
                gl.bindTexture(gl.TEXTURE_2D, this.texture);
            };
            GLTexture.prototype.unbind = function () {
                var gl = this.context.gl;
                gl.activeTexture(gl.TEXTURE0 + this.boundUnit);
                gl.bindTexture(gl.TEXTURE_2D, null);
            };
            GLTexture.prototype.dispose = function () {
                this.context.removeRestorable(this);
                var gl = this.context.gl;
                gl.deleteTexture(this.texture);
            };
            return GLTexture;
        }(spine.Texture));
        webgl.GLTexture = GLTexture;
    })(webgl = spine.webgl || (spine.webgl = {}));
})(spine || (spine = {}));
var spine;
(function (spine) {
    var webgl;
    (function (webgl) {
        webgl.M00 = 0;
        webgl.M01 = 4;
        webgl.M02 = 8;
        webgl.M03 = 12;
        webgl.M10 = 1;
        webgl.M11 = 5;
        webgl.M12 = 9;
        webgl.M13 = 13;
        webgl.M20 = 2;
        webgl.M21 = 6;
        webgl.M22 = 10;
        webgl.M23 = 14;
        webgl.M30 = 3;
        webgl.M31 = 7;
        webgl.M32 = 11;
        webgl.M33 = 15;
        var Matrix4 = (function () {
            function Matrix4() {
                this.temp = new Float32Array(16);
                this.values = new Float32Array(16);
                var v = this.values;
                v[webgl.M00] = 1;
                v[webgl.M11] = 1;
                v[webgl.M22] = 1;
                v[webgl.M33] = 1;
            }
            Matrix4.prototype.set = function (values) {
                this.values.set(values);
                return this;
            };
            Matrix4.prototype.transpose = function () {
                var t = this.temp;
                var v = this.values;
                t[webgl.M00] = v[webgl.M00];
                t[webgl.M01] = v[webgl.M10];
                t[webgl.M02] = v[webgl.M20];
                t[webgl.M03] = v[webgl.M30];
                t[webgl.M10] = v[webgl.M01];
                t[webgl.M11] = v[webgl.M11];
                t[webgl.M12] = v[webgl.M21];
                t[webgl.M13] = v[webgl.M31];
                t[webgl.M20] = v[webgl.M02];
                t[webgl.M21] = v[webgl.M12];
                t[webgl.M22] = v[webgl.M22];
                t[webgl.M23] = v[webgl.M32];
                t[webgl.M30] = v[webgl.M03];
                t[webgl.M31] = v[webgl.M13];
                t[webgl.M32] = v[webgl.M23];
                t[webgl.M33] = v[webgl.M33];
                return this.set(t);
            };
            Matrix4.prototype.identity = function () {
                var v = this.values;
                v[webgl.M00] = 1;
                v[webgl.M01] = 0;
                v[webgl.M02] = 0;
                v[webgl.M03] = 0;
                v[webgl.M10] = 0;
                v[webgl.M11] = 1;
                v[webgl.M12] = 0;
                v[webgl.M13] = 0;
                v[webgl.M20] = 0;
                v[webgl.M21] = 0;
                v[webgl.M22] = 1;
                v[webgl.M23] = 0;
                v[webgl.M30] = 0;
                v[webgl.M31] = 0;
                v[webgl.M32] = 0;
                v[webgl.M33] = 1;
                return this;
            };
            Matrix4.prototype.invert = function () {
                var v = this.values;
                var t = this.temp;
                var l_det = v[webgl.M30] * v[webgl.M21] * v[webgl.M12] * v[webgl.M03] - v[webgl.M20] * v[webgl.M31] * v[webgl.M12] * v[webgl.M03] - v[webgl.M30] * v[webgl.M11] * v[webgl.M22] * v[webgl.M03]
                    + v[webgl.M10] * v[webgl.M31] * v[webgl.M22] * v[webgl.M03] + v[webgl.M20] * v[webgl.M11] * v[webgl.M32] * v[webgl.M03] - v[webgl.M10] * v[webgl.M21] * v[webgl.M32] * v[webgl.M03]
                    - v[webgl.M30] * v[webgl.M21] * v[webgl.M02] * v[webgl.M13] + v[webgl.M20] * v[webgl.M31] * v[webgl.M02] * v[webgl.M13] + v[webgl.M30] * v[webgl.M01] * v[webgl.M22] * v[webgl.M13]
                    - v[webgl.M00] * v[webgl.M31] * v[webgl.M22] * v[webgl.M13] - v[webgl.M20] * v[webgl.M01] * v[webgl.M32] * v[webgl.M13] + v[webgl.M00] * v[webgl.M21] * v[webgl.M32] * v[webgl.M13]
                    + v[webgl.M30] * v[webgl.M11] * v[webgl.M02] * v[webgl.M23] - v[webgl.M10] * v[webgl.M31] * v[webgl.M02] * v[webgl.M23] - v[webgl.M30] * v[webgl.M01] * v[webgl.M12] * v[webgl.M23]
                    + v[webgl.M00] * v[webgl.M31] * v[webgl.M12] * v[webgl.M23] + v[webgl.M10] * v[webgl.M01] * v[webgl.M32] * v[webgl.M23] - v[webgl.M00] * v[webgl.M11] * v[webgl.M32] * v[webgl.M23]
                    - v[webgl.M20] * v[webgl.M11] * v[webgl.M02] * v[webgl.M33] + v[webgl.M10] * v[webgl.M21] * v[webgl.M02] * v[webgl.M33] + v[webgl.M20] * v[webgl.M01] * v[webgl.M12] * v[webgl.M33]
                    - v[webgl.M00] * v[webgl.M21] * v[webgl.M12] * v[webgl.M33] - v[webgl.M10] * v[webgl.M01] * v[webgl.M22] * v[webgl.M33] + v[webgl.M00] * v[webgl.M11] * v[webgl.M22] * v[webgl.M33];
                if (l_det == 0)
                    throw new Error("non-invertible matrix");
                var inv_det = 1.0 / l_det;
                t[webgl.M00] = v[webgl.M12] * v[webgl.M23] * v[webgl.M31] - v[webgl.M13] * v[webgl.M22] * v[webgl.M31] + v[webgl.M13] * v[webgl.M21] * v[webgl.M32]
                    - v[webgl.M11] * v[webgl.M23] * v[webgl.M32] - v[webgl.M12] * v[webgl.M21] * v[webgl.M33] + v[webgl.M11] * v[webgl.M22] * v[webgl.M33];
                t[webgl.M01] = v[webgl.M03] * v[webgl.M22] * v[webgl.M31] - v[webgl.M02] * v[webgl.M23] * v[webgl.M31] - v[webgl.M03] * v[webgl.M21] * v[webgl.M32]
                    + v[webgl.M01] * v[webgl.M23] * v[webgl.M32] + v[webgl.M02] * v[webgl.M21] * v[webgl.M33] - v[webgl.M01] * v[webgl.M22] * v[webgl.M33];
                t[webgl.M02] = v[webgl.M02] * v[webgl.M13] * v[webgl.M31] - v[webgl.M03] * v[webgl.M12] * v[webgl.M31] + v[webgl.M03] * v[webgl.M11] * v[webgl.M32]
                    - v[webgl.M01] * v[webgl.M13] * v[webgl.M32] - v[webgl.M02] * v[webgl.M11] * v[webgl.M33] + v[webgl.M01] * v[webgl.M12] * v[webgl.M33];
                t[webgl.M03] = v[webgl.M03] * v[webgl.M12] * v[webgl.M21] - v[webgl.M02] * v[webgl.M13] * v[webgl.M21] - v[webgl.M03] * v[webgl.M11] * v[webgl.M22]
                    + v[webgl.M01] * v[webgl.M13] * v[webgl.M22] + v[webgl.M02] * v[webgl.M11] * v[webgl.M23] - v[webgl.M01] * v[webgl.M12] * v[webgl.M23];
                t[webgl.M10] = v[webgl.M13] * v[webgl.M22] * v[webgl.M30] - v[webgl.M12] * v[webgl.M23] * v[webgl.M30] - v[webgl.M13] * v[webgl.M20] * v[webgl.M32]
                    + v[webgl.M10] * v[webgl.M23] * v[webgl.M32] + v[webgl.M12] * v[webgl.M20] * v[webgl.M33] - v[webgl.M10] * v[webgl.M22] * v[webgl.M33];
                t[webgl.M11] = v[webgl.M02] * v[webgl.M23] * v[webgl.M30] - v[webgl.M03] * v[webgl.M22] * v[webgl.M30] + v[webgl.M03] * v[webgl.M20] * v[webgl.M32]
                    - v[webgl.M00] * v[webgl.M23] * v[webgl.M32] - v[webgl.M02] * v[webgl.M20] * v[webgl.M33] + v[webgl.M00] * v[webgl.M22] * v[webgl.M33];
                t[webgl.M12] = v[webgl.M03] * v[webgl.M12] * v[webgl.M30] - v[webgl.M02] * v[webgl.M13] * v[webgl.M30] - v[webgl.M03] * v[webgl.M10] * v[webgl.M32]
                    + v[webgl.M00] * v[webgl.M13] * v[webgl.M32] + v[webgl.M02] * v[webgl.M10] * v[webgl.M33] - v[webgl.M00] * v[webgl.M12] * v[webgl.M33];
                t[webgl.M13] = v[webgl.M02] * v[webgl.M13] * v[webgl.M20] - v[webgl.M03] * v[webgl.M12] * v[webgl.M20] + v[webgl.M03] * v[webgl.M10] * v[webgl.M22]
                    - v[webgl.M00] * v[webgl.M13] * v[webgl.M22] - v[webgl.M02] * v[webgl.M10] * v[webgl.M23] + v[webgl.M00] * v[webgl.M12] * v[webgl.M23];
                t[webgl.M20] = v[webgl.M11] * v[webgl.M23] * v[webgl.M30] - v[webgl.M13] * v[webgl.M21] * v[webgl.M30] + v[webgl.M13] * v[webgl.M20] * v[webgl.M31]
                    - v[webgl.M10] * v[webgl.M23] * v[webgl.M31] - v[webgl.M11] * v[webgl.M20] * v[webgl.M33] + v[webgl.M10] * v[webgl.M21] * v[webgl.M33];
                t[webgl.M21] = v[webgl.M03] * v[webgl.M21] * v[webgl.M30] - v[webgl.M01] * v[webgl.M23] * v[webgl.M30] - v[webgl.M03] * v[webgl.M20] * v[webgl.M31]
                    + v[webgl.M00] * v[webgl.M23] * v[webgl.M31] + v[webgl.M01] * v[webgl.M20] * v[webgl.M33] - v[webgl.M00] * v[webgl.M21] * v[webgl.M33];
                t[webgl.M22] = v[webgl.M01] * v[webgl.M13] * v[webgl.M30] - v[webgl.M03] * v[webgl.M11] * v[webgl.M30] + v[webgl.M03] * v[webgl.M10] * v[webgl.M31]
                    - v[webgl.M00] * v[webgl.M13] * v[webgl.M31] - v[webgl.M01] * v[webgl.M10] * v[webgl.M33] + v[webgl.M00] * v[webgl.M11] * v[webgl.M33];
                t[webgl.M23] = v[webgl.M03] * v[webgl.M11] * v[webgl.M20] - v[webgl.M01] * v[webgl.M13] * v[webgl.M20] - v[webgl.M03] * v[webgl.M10] * v[webgl.M21]
                    + v[webgl.M00] * v[webgl.M13] * v[webgl.M21] + v[webgl.M01] * v[webgl.M10] * v[webgl.M23] - v[webgl.M00] * v[webgl.M11] * v[webgl.M23];
                t[webgl.M30] = v[webgl.M12] * v[webgl.M21] * v[webgl.M30] - v[webgl.M11] * v[webgl.M22] * v[webgl.M30] - v[webgl.M12] * v[webgl.M20] * v[webgl.M31]
                    + v[webgl.M10] * v[webgl.M22] * v[webgl.M31] + v[webgl.M11] * v[webgl.M20] * v[webgl.M32] - v[webgl.M10] * v[webgl.M21] * v[webgl.M32];
                t[webgl.M31] = v[webgl.M01] * v[webgl.M22] * v[webgl.M30] - v[webgl.M02] * v[webgl.M21] * v[webgl.M30] + v[webgl.M02] * v[webgl.M20] * v[webgl.M31]
                    - v[webgl.M00] * v[webgl.M22] * v[webgl.M31] - v[webgl.M01] * v[webgl.M20] * v[webgl.M32] + v[webgl.M00] * v[webgl.M21] * v[webgl.M32];
                t[webgl.M32] = v[webgl.M02] * v[webgl.M11] * v[webgl.M30] - v[webgl.M01] * v[webgl.M12] * v[webgl.M30] - v[webgl.M02] * v[webgl.M10] * v[webgl.M31]
                    + v[webgl.M00] * v[webgl.M12] * v[webgl.M31] + v[webgl.M01] * v[webgl.M10] * v[webgl.M32] - v[webgl.M00] * v[webgl.M11] * v[webgl.M32];
                t[webgl.M33] = v[webgl.M01] * v[webgl.M12] * v[webgl.M20] - v[webgl.M02] * v[webgl.M11] * v[webgl.M20] + v[webgl.M02] * v[webgl.M10] * v[webgl.M21]
                    - v[webgl.M00] * v[webgl.M12] * v[webgl.M21] - v[webgl.M01] * v[webgl.M10] * v[webgl.M22] + v[webgl.M00] * v[webgl.M11] * v[webgl.M22];
                v[webgl.M00] = t[webgl.M00] * inv_det;
                v[webgl.M01] = t[webgl.M01] * inv_det;
                v[webgl.M02] = t[webgl.M02] * inv_det;
                v[webgl.M03] = t[webgl.M03] * inv_det;
                v[webgl.M10] = t[webgl.M10] * inv_det;
                v[webgl.M11] = t[webgl.M11] * inv_det;
                v[webgl.M12] = t[webgl.M12] * inv_det;
                v[webgl.M13] = t[webgl.M13] * inv_det;
                v[webgl.M20] = t[webgl.M20] * inv_det;
                v[webgl.M21] = t[webgl.M21] * inv_det;
                v[webgl.M22] = t[webgl.M22] * inv_det;
                v[webgl.M23] = t[webgl.M23] * inv_det;
                v[webgl.M30] = t[webgl.M30] * inv_det;
                v[webgl.M31] = t[webgl.M31] * inv_det;
                v[webgl.M32] = t[webgl.M32] * inv_det;
                v[webgl.M33] = t[webgl.M33] * inv_det;
                return this;
            };
            Matrix4.prototype.determinant = function () {
                var v = this.values;
                return v[webgl.M30] * v[webgl.M21] * v[webgl.M12] * v[webgl.M03] - v[webgl.M20] * v[webgl.M31] * v[webgl.M12] * v[webgl.M03] - v[webgl.M30] * v[webgl.M11] * v[webgl.M22] * v[webgl.M03]
                    + v[webgl.M10] * v[webgl.M31] * v[webgl.M22] * v[webgl.M03] + v[webgl.M20] * v[webgl.M11] * v[webgl.M32] * v[webgl.M03] - v[webgl.M10] * v[webgl.M21] * v[webgl.M32] * v[webgl.M03]
                    - v[webgl.M30] * v[webgl.M21] * v[webgl.M02] * v[webgl.M13] + v[webgl.M20] * v[webgl.M31] * v[webgl.M02] * v[webgl.M13] + v[webgl.M30] * v[webgl.M01] * v[webgl.M22] * v[webgl.M13]
                    - v[webgl.M00] * v[webgl.M31] * v[webgl.M22] * v[webgl.M13] - v[webgl.M20] * v[webgl.M01] * v[webgl.M32] * v[webgl.M13] + v[webgl.M00] * v[webgl.M21] * v[webgl.M32] * v[webgl.M13]
                    + v[webgl.M30] * v[webgl.M11] * v[webgl.M02] * v[webgl.M23] - v[webgl.M10] * v[webgl.M31] * v[webgl.M02] * v[webgl.M23] - v[webgl.M30] * v[webgl.M01] * v[webgl.M12] * v[webgl.M23]
                    + v[webgl.M00] * v[webgl.M31] * v[webgl.M12] * v[webgl.M23] + v[webgl.M10] * v[webgl.M01] * v[webgl.M32] * v[webgl.M23] - v[webgl.M00] * v[webgl.M11] * v[webgl.M32] * v[webgl.M23]
                    - v[webgl.M20] * v[webgl.M11] * v[webgl.M02] * v[webgl.M33] + v[webgl.M10] * v[webgl.M21] * v[webgl.M02] * v[webgl.M33] + v[webgl.M20] * v[webgl.M01] * v[webgl.M12] * v[webgl.M33]
                    - v[webgl.M00] * v[webgl.M21] * v[webgl.M12] * v[webgl.M33] - v[webgl.M10] * v[webgl.M01] * v[webgl.M22] * v[webgl.M33] + v[webgl.M00] * v[webgl.M11] * v[webgl.M22] * v[webgl.M33];
            };
            Matrix4.prototype.translate = function (x, y, z) {
                var v = this.values;
                v[webgl.M03] += x;
                v[webgl.M13] += y;
                v[webgl.M23] += z;
                return this;
            };
            Matrix4.prototype.copy = function () {
                return new Matrix4().set(this.values);
            };
            Matrix4.prototype.projection = function (near, far, fovy, aspectRatio) {
                this.identity();
                var l_fd = (1.0 / Math.tan((fovy * (Math.PI / 180)) / 2.0));
                var l_a1 = (far + near) / (near - far);
                var l_a2 = (2 * far * near) / (near - far);
                var v = this.values;
                v[webgl.M00] = l_fd / aspectRatio;
                v[webgl.M10] = 0;
                v[webgl.M20] = 0;
                v[webgl.M30] = 0;
                v[webgl.M01] = 0;
                v[webgl.M11] = l_fd;
                v[webgl.M21] = 0;
                v[webgl.M31] = 0;
                v[webgl.M02] = 0;
                v[webgl.M12] = 0;
                v[webgl.M22] = l_a1;
                v[webgl.M32] = -1;
                v[webgl.M03] = 0;
                v[webgl.M13] = 0;
                v[webgl.M23] = l_a2;
                v[webgl.M33] = 0;
                return this;
            };
            Matrix4.prototype.ortho2d = function (x, y, width, height) {
                return this.ortho(x, x + width, y, y + height, 0, 1);
            };
            Matrix4.prototype.ortho = function (left, right, bottom, top, near, far) {
                this.identity();
                var x_orth = 2 / (right - left);
                var y_orth = 2 / (top - bottom);
                var z_orth = -2 / (far - near);
                var tx = -(right + left) / (right - left);
                var ty = -(top + bottom) / (top - bottom);
                var tz = -(far + near) / (far - near);
                var v = this.values;
                v[webgl.M00] = x_orth;
                v[webgl.M10] = 0;
                v[webgl.M20] = 0;
                v[webgl.M30] = 0;
                v[webgl.M01] = 0;
                v[webgl.M11] = y_orth;
                v[webgl.M21] = 0;
                v[webgl.M31] = 0;
                v[webgl.M02] = 0;
                v[webgl.M12] = 0;
                v[webgl.M22] = z_orth;
                v[webgl.M32] = 0;
                v[webgl.M03] = tx;
                v[webgl.M13] = ty;
                v[webgl.M23] = tz;
                v[webgl.M33] = 1;
                return this;
            };
            Matrix4.prototype.multiply = function (matrix) {
                var t = this.temp;
                var v = this.values;
                var m = matrix.values;
                t[webgl.M00] = v[webgl.M00] * m[webgl.M00] + v[webgl.M01] * m[webgl.M10] + v[webgl.M02] * m[webgl.M20] + v[webgl.M03] * m[webgl.M30];
                t[webgl.M01] = v[webgl.M00] * m[webgl.M01] + v[webgl.M01] * m[webgl.M11] + v[webgl.M02] * m[webgl.M21] + v[webgl.M03] * m[webgl.M31];
                t[webgl.M02] = v[webgl.M00] * m[webgl.M02] + v[webgl.M01] * m[webgl.M12] + v[webgl.M02] * m[webgl.M22] + v[webgl.M03] * m[webgl.M32];
                t[webgl.M03] = v[webgl.M00] * m[webgl.M03] + v[webgl.M01] * m[webgl.M13] + v[webgl.M02] * m[webgl.M23] + v[webgl.M03] * m[webgl.M33];
                t[webgl.M10] = v[webgl.M10] * m[webgl.M00] + v[webgl.M11] * m[webgl.M10] + v[webgl.M12] * m[webgl.M20] + v[webgl.M13] * m[webgl.M30];
                t[webgl.M11] = v[webgl.M10] * m[webgl.M01] + v[webgl.M11] * m[webgl.M11] + v[webgl.M12] * m[webgl.M21] + v[webgl.M13] * m[webgl.M31];
                t[webgl.M12] = v[webgl.M10] * m[webgl.M02] + v[webgl.M11] * m[webgl.M12] + v[webgl.M12] * m[webgl.M22] + v[webgl.M13] * m[webgl.M32];
                t[webgl.M13] = v[webgl.M10] * m[webgl.M03] + v[webgl.M11] * m[webgl.M13] + v[webgl.M12] * m[webgl.M23] + v[webgl.M13] * m[webgl.M33];
                t[webgl.M20] = v[webgl.M20] * m[webgl.M00] + v[webgl.M21] * m[webgl.M10] + v[webgl.M22] * m[webgl.M20] + v[webgl.M23] * m[webgl.M30];
                t[webgl.M21] = v[webgl.M20] * m[webgl.M01] + v[webgl.M21] * m[webgl.M11] + v[webgl.M22] * m[webgl.M21] + v[webgl.M23] * m[webgl.M31];
                t[webgl.M22] = v[webgl.M20] * m[webgl.M02] + v[webgl.M21] * m[webgl.M12] + v[webgl.M22] * m[webgl.M22] + v[webgl.M23] * m[webgl.M32];
                t[webgl.M23] = v[webgl.M20] * m[webgl.M03] + v[webgl.M21] * m[webgl.M13] + v[webgl.M22] * m[webgl.M23] + v[webgl.M23] * m[webgl.M33];
                t[webgl.M30] = v[webgl.M30] * m[webgl.M00] + v[webgl.M31] * m[webgl.M10] + v[webgl.M32] * m[webgl.M20] + v[webgl.M33] * m[webgl.M30];
                t[webgl.M31] = v[webgl.M30] * m[webgl.M01] + v[webgl.M31] * m[webgl.M11] + v[webgl.M32] * m[webgl.M21] + v[webgl.M33] * m[webgl.M31];
                t[webgl.M32] = v[webgl.M30] * m[webgl.M02] + v[webgl.M31] * m[webgl.M12] + v[webgl.M32] * m[webgl.M22] + v[webgl.M33] * m[webgl.M32];
                t[webgl.M33] = v[webgl.M30] * m[webgl.M03] + v[webgl.M31] * m[webgl.M13] + v[webgl.M32] * m[webgl.M23] + v[webgl.M33] * m[webgl.M33];
                return this.set(this.temp);
            };
            Matrix4.prototype.multiplyLeft = function (matrix) {
                var t = this.temp;
                var v = this.values;
                var m = matrix.values;
                t[webgl.M00] = m[webgl.M00] * v[webgl.M00] + m[webgl.M01] * v[webgl.M10] + m[webgl.M02] * v[webgl.M20] + m[webgl.M03] * v[webgl.M30];
                t[webgl.M01] = m[webgl.M00] * v[webgl.M01] + m[webgl.M01] * v[webgl.M11] + m[webgl.M02] * v[webgl.M21] + m[webgl.M03] * v[webgl.M31];
                t[webgl.M02] = m[webgl.M00] * v[webgl.M02] + m[webgl.M01] * v[webgl.M12] + m[webgl.M02] * v[webgl.M22] + m[webgl.M03] * v[webgl.M32];
                t[webgl.M03] = m[webgl.M00] * v[webgl.M03] + m[webgl.M01] * v[webgl.M13] + m[webgl.M02] * v[webgl.M23] + m[webgl.M03] * v[webgl.M33];
                t[webgl.M10] = m[webgl.M10] * v[webgl.M00] + m[webgl.M11] * v[webgl.M10] + m[webgl.M12] * v[webgl.M20] + m[webgl.M13] * v[webgl.M30];
                t[webgl.M11] = m[webgl.M10] * v[webgl.M01] + m[webgl.M11] * v[webgl.M11] + m[webgl.M12] * v[webgl.M21] + m[webgl.M13] * v[webgl.M31];
                t[webgl.M12] = m[webgl.M10] * v[webgl.M02] + m[webgl.M11] * v[webgl.M12] + m[webgl.M12] * v[webgl.M22] + m[webgl.M13] * v[webgl.M32];
                t[webgl.M13] = m[webgl.M10] * v[webgl.M03] + m[webgl.M11] * v[webgl.M13] + m[webgl.M12] * v[webgl.M23] + m[webgl.M13] * v[webgl.M33];
                t[webgl.M20] = m[webgl.M20] * v[webgl.M00] + m[webgl.M21] * v[webgl.M10] + m[webgl.M22] * v[webgl.M20] + m[webgl.M23] * v[webgl.M30];
                t[webgl.M21] = m[webgl.M20] * v[webgl.M01] + m[webgl.M21] * v[webgl.M11] + m[webgl.M22] * v[webgl.M21] + m[webgl.M23] * v[webgl.M31];
                t[webgl.M22] = m[webgl.M20] * v[webgl.M02] + m[webgl.M21] * v[webgl.M12] + m[webgl.M22] * v[webgl.M22] + m[webgl.M23] * v[webgl.M32];
                t[webgl.M23] = m[webgl.M20] * v[webgl.M03] + m[webgl.M21] * v[webgl.M13] + m[webgl.M22] * v[webgl.M23] + m[webgl.M23] * v[webgl.M33];
                t[webgl.M30] = m[webgl.M30] * v[webgl.M00] + m[webgl.M31] * v[webgl.M10] + m[webgl.M32] * v[webgl.M20] + m[webgl.M33] * v[webgl.M30];
                t[webgl.M31] = m[webgl.M30] * v[webgl.M01] + m[webgl.M31] * v[webgl.M11] + m[webgl.M32] * v[webgl.M21] + m[webgl.M33] * v[webgl.M31];
                t[webgl.M32] = m[webgl.M30] * v[webgl.M02] + m[webgl.M31] * v[webgl.M12] + m[webgl.M32] * v[webgl.M22] + m[webgl.M33] * v[webgl.M32];
                t[webgl.M33] = m[webgl.M30] * v[webgl.M03] + m[webgl.M31] * v[webgl.M13] + m[webgl.M32] * v[webgl.M23] + m[webgl.M33] * v[webgl.M33];
                return this.set(this.temp);
            };
            Matrix4.prototype.lookAt = function (position, direction, up) {
                Matrix4.initTemps();
                var xAxis = Matrix4.xAxis, yAxis = Matrix4.yAxis, zAxis = Matrix4.zAxis;
                zAxis.setFrom(direction).normalize();
                xAxis.setFrom(direction).normalize();
                xAxis.cross(up).normalize();
                yAxis.setFrom(xAxis).cross(zAxis).normalize();
                this.identity();
                var val = this.values;
                val[webgl.M00] = xAxis.x;
                val[webgl.M01] = xAxis.y;
                val[webgl.M02] = xAxis.z;
                val[webgl.M10] = yAxis.x;
                val[webgl.M11] = yAxis.y;
                val[webgl.M12] = yAxis.z;
                val[webgl.M20] = -zAxis.x;
                val[webgl.M21] = -zAxis.y;
                val[webgl.M22] = -zAxis.z;
                Matrix4.tmpMatrix.identity();
                Matrix4.tmpMatrix.values[webgl.M03] = -position.x;
                Matrix4.tmpMatrix.values[webgl.M13] = -position.y;
                Matrix4.tmpMatrix.values[webgl.M23] = -position.z;
                this.multiply(Matrix4.tmpMatrix);
                return this;
            };
            Matrix4.initTemps = function () {
                if (Matrix4.xAxis === null)
                    Matrix4.xAxis = new webgl.Vector3();
                if (Matrix4.yAxis === null)
                    Matrix4.yAxis = new webgl.Vector3();
                if (Matrix4.zAxis === null)
                    Matrix4.zAxis = new webgl.Vector3();
            };
            Matrix4.xAxis = null;
            Matrix4.yAxis = null;
            Matrix4.zAxis = null;
            Matrix4.tmpMatrix = new Matrix4();
            return Matrix4;
        }());
        webgl.Matrix4 = Matrix4;
    })(webgl = spine.webgl || (spine.webgl = {}));
})(spine || (spine = {}));
var spine;
(function (spine) {
    var webgl;
    (function (webgl) {
        var Mesh = (function () {
            function Mesh(context, attributes, maxVertices, maxIndices) {
                this.attributes = attributes;
                this.verticesLength = 0;
                this.dirtyVertices = false;
                this.indicesLength = 0;
                this.dirtyIndices = false;
                this.elementsPerVertex = 0;
                this.context = context instanceof webgl.ManagedWebGLRenderingContext ? context : new webgl.ManagedWebGLRenderingContext(context);
                this.elementsPerVertex = 0;
                for (var i = 0; i < attributes.length; i++) {
                    this.elementsPerVertex += attributes[i].numElements;
                }
                this.vertices = new Float32Array(maxVertices * this.elementsPerVertex);
                this.indices = new Uint16Array(maxIndices);
                this.context.addRestorable(this);
            }
            Mesh.prototype.getAttributes = function () { return this.attributes; };
            Mesh.prototype.maxVertices = function () { return this.vertices.length / this.elementsPerVertex; };
            Mesh.prototype.numVertices = function () { return this.verticesLength / this.elementsPerVertex; };
            Mesh.prototype.setVerticesLength = function (length) {
                this.dirtyVertices = true;
                this.verticesLength = length;
            };
            Mesh.prototype.getVertices = function () { return this.vertices; };
            Mesh.prototype.maxIndices = function () { return this.indices.length; };
            Mesh.prototype.numIndices = function () { return this.indicesLength; };
            Mesh.prototype.setIndicesLength = function (length) {
                this.dirtyIndices = true;
                this.indicesLength = length;
            };
            Mesh.prototype.getIndices = function () { return this.indices; };
            ;
            Mesh.prototype.getVertexSizeInFloats = function () {
                var size = 0;
                for (var i = 0; i < this.attributes.length; i++) {
                    var attribute = this.attributes[i];
                    size += attribute.numElements;
                }
                return size;
            };
            Mesh.prototype.setVertices = function (vertices) {
                this.dirtyVertices = true;
                if (vertices.length > this.vertices.length)
                    throw Error("Mesh can't store more than " + this.maxVertices() + " vertices");
                this.vertices.set(vertices, 0);
                this.verticesLength = vertices.length;
            };
            Mesh.prototype.setIndices = function (indices) {
                this.dirtyIndices = true;
                if (indices.length > this.indices.length)
                    throw Error("Mesh can't store more than " + this.maxIndices() + " indices");
                this.indices.set(indices, 0);
                this.indicesLength = indices.length;
            };
            Mesh.prototype.draw = function (shader, primitiveType) {
                this.drawWithOffset(shader, primitiveType, 0, this.indicesLength > 0 ? this.indicesLength : this.verticesLength / this.elementsPerVertex);
            };
            Mesh.prototype.drawWithOffset = function (shader, primitiveType, offset, count) {
                var gl = this.context.gl;
                if (this.dirtyVertices || this.dirtyIndices)
                    this.update();
                this.bind(shader);
                if (this.indicesLength > 0) {
                    gl.drawElements(primitiveType, count, gl.UNSIGNED_SHORT, offset * 2);
                }
                else {
                    gl.drawArrays(primitiveType, offset, count);
                }
                this.unbind(shader);
            };
            Mesh.prototype.bind = function (shader) {
                var gl = this.context.gl;
                gl.bindBuffer(gl.ARRAY_BUFFER, this.verticesBuffer);
                var offset = 0;
                for (var i = 0; i < this.attributes.length; i++) {
                    var attrib = this.attributes[i];
                    var location_1 = shader.getAttributeLocation(attrib.name);
                    gl.enableVertexAttribArray(location_1);
                    gl.vertexAttribPointer(location_1, attrib.numElements, gl.FLOAT, false, this.elementsPerVertex * 4, offset * 4);
                    offset += attrib.numElements;
                }
                if (this.indicesLength > 0)
                    gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indicesBuffer);
            };
            Mesh.prototype.unbind = function (shader) {
                var gl = this.context.gl;
                for (var i = 0; i < this.attributes.length; i++) {
                    var attrib = this.attributes[i];
                    var location_2 = shader.getAttributeLocation(attrib.name);
                    gl.disableVertexAttribArray(location_2);
                }
                gl.bindBuffer(gl.ARRAY_BUFFER, null);
                if (this.indicesLength > 0)
                    gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, null);
            };
            Mesh.prototype.update = function () {
                var gl = this.context.gl;
                if (this.dirtyVertices) {
                    if (!this.verticesBuffer) {
                        this.verticesBuffer = gl.createBuffer();
                    }
                    gl.bindBuffer(gl.ARRAY_BUFFER, this.verticesBuffer);
                    gl.bufferData(gl.ARRAY_BUFFER, this.vertices.subarray(0, this.verticesLength), gl.DYNAMIC_DRAW);
                    this.dirtyVertices = false;
                }
                if (this.dirtyIndices) {
                    if (!this.indicesBuffer) {
                        this.indicesBuffer = gl.createBuffer();
                    }
                    gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indicesBuffer);
                    gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, this.indices.subarray(0, this.indicesLength), gl.DYNAMIC_DRAW);
                    this.dirtyIndices = false;
                }
            };
            Mesh.prototype.restore = function () {
                this.verticesBuffer = null;
                this.indicesBuffer = null;
                this.update();
            };
            Mesh.prototype.dispose = function () {
                this.context.removeRestorable(this);
                var gl = this.context.gl;
                gl.deleteBuffer(this.verticesBuffer);
                gl.deleteBuffer(this.indicesBuffer);
            };
            return Mesh;
        }());
        webgl.Mesh = Mesh;
        var VertexAttribute = (function () {
            function VertexAttribute(name, type, numElements) {
                this.name = name;
                this.type = type;
                this.numElements = numElements;
            }
            return VertexAttribute;
        }());
        webgl.VertexAttribute = VertexAttribute;
        var Position2Attribute = (function (_super) {
            __extends(Position2Attribute, _super);
            function Position2Attribute() {
                return _super.call(this, webgl.Shader.POSITION, VertexAttributeType.Float, 2) || this;
            }
            return Position2Attribute;
        }(VertexAttribute));
        webgl.Position2Attribute = Position2Attribute;
        var Position3Attribute = (function (_super) {
            __extends(Position3Attribute, _super);
            function Position3Attribute() {
                return _super.call(this, webgl.Shader.POSITION, VertexAttributeType.Float, 3) || this;
            }
            return Position3Attribute;
        }(VertexAttribute));
        webgl.Position3Attribute = Position3Attribute;
        var TexCoordAttribute = (function (_super) {
            __extends(TexCoordAttribute, _super);
            function TexCoordAttribute(unit) {
                if (unit === void 0) { unit = 0; }
                return _super.call(this, webgl.Shader.TEXCOORDS + (unit == 0 ? "" : unit), VertexAttributeType.Float, 2) || this;
            }
            return TexCoordAttribute;
        }(VertexAttribute));
        webgl.TexCoordAttribute = TexCoordAttribute;
        var ColorAttribute = (function (_super) {
            __extends(ColorAttribute, _super);
            function ColorAttribute() {
                return _super.call(this, webgl.Shader.COLOR, VertexAttributeType.Float, 4) || this;
            }
            return ColorAttribute;
        }(VertexAttribute));
        webgl.ColorAttribute = ColorAttribute;
        var Color2Attribute = (function (_super) {
            __extends(Color2Attribute, _super);
            function Color2Attribute() {
                return _super.call(this, webgl.Shader.COLOR2, VertexAttributeType.Float, 4) || this;
            }
            return Color2Attribute;
        }(VertexAttribute));
        webgl.Color2Attribute = Color2Attribute;
        var VertexAttributeType;
        (function (VertexAttributeType) {
            VertexAttributeType[VertexAttributeType["Float"] = 0] = "Float";
        })(VertexAttributeType = webgl.VertexAttributeType || (webgl.VertexAttributeType = {}));
    })(webgl = spine.webgl || (spine.webgl = {}));
})(spine || (spine = {}));
var spine;
(function (spine) {
    var webgl;
    (function (webgl) {
        var PolygonBatcher = (function () {
            function PolygonBatcher(context, twoColorTint, maxVertices) {
                if (twoColorTint === void 0) { twoColorTint = true; }
                if (maxVertices === void 0) { maxVertices = 10920; }
                this.isDrawing = false;
                this.shader = null;
                this.lastTexture = null;
                this.verticesLength = 0;
                this.indicesLength = 0;
                if (maxVertices > 10920)
                    throw new Error("Can't have more than 10920 triangles per batch: " + maxVertices);
                this.context = context instanceof webgl.ManagedWebGLRenderingContext ? context : new webgl.ManagedWebGLRenderingContext(context);
                var attributes = twoColorTint ?
                    [new webgl.Position2Attribute(), new webgl.ColorAttribute(), new webgl.TexCoordAttribute(), new webgl.Color2Attribute()] :
                    [new webgl.Position2Attribute(), new webgl.ColorAttribute(), new webgl.TexCoordAttribute()];
                this.mesh = new webgl.Mesh(context, attributes, maxVertices, maxVertices * 3);
                this.srcBlend = this.context.gl.SRC_ALPHA;
                this.dstBlend = this.context.gl.ONE_MINUS_SRC_ALPHA;
            }
            PolygonBatcher.prototype.begin = function (shader) {
                var gl = this.context.gl;
                if (this.isDrawing)
                    throw new Error("PolygonBatch is already drawing. Call PolygonBatch.end() before calling PolygonBatch.begin()");
                this.drawCalls = 0;
                this.shader = shader;
                this.lastTexture = null;
                this.isDrawing = true;
                gl.enable(gl.BLEND);
                gl.blendFunc(this.srcBlend, this.dstBlend);
            };
            PolygonBatcher.prototype.setBlendMode = function (srcBlend, dstBlend) {
                var gl = this.context.gl;
                this.srcBlend = srcBlend;
                this.dstBlend = dstBlend;
                if (this.isDrawing) {
                    this.flush();
                    gl.blendFunc(this.srcBlend, this.dstBlend);
                }
            };
            PolygonBatcher.prototype.draw = function (texture, vertices, indices) {
                if (texture != this.lastTexture) {
                    this.flush();
                    this.lastTexture = texture;
                }
                else if (this.verticesLength + vertices.length > this.mesh.getVertices().length ||
                    this.indicesLength + indices.length > this.mesh.getIndices().length) {
                    this.flush();
                }
                var indexStart = this.mesh.numVertices();
                this.mesh.getVertices().set(vertices, this.verticesLength);
                this.verticesLength += vertices.length;
                this.mesh.setVerticesLength(this.verticesLength);
                var indicesArray = this.mesh.getIndices();
                for (var i = this.indicesLength, j = 0; j < indices.length; i++, j++)
                    indicesArray[i] = indices[j] + indexStart;
                this.indicesLength += indices.length;
                this.mesh.setIndicesLength(this.indicesLength);
            };
            PolygonBatcher.prototype.flush = function () {
                var gl = this.context.gl;
                if (this.verticesLength == 0)
                    return;
                this.lastTexture.bind();
                this.mesh.draw(this.shader, gl.TRIANGLES);
                this.verticesLength = 0;
                this.indicesLength = 0;
                this.mesh.setVerticesLength(0);
                this.mesh.setIndicesLength(0);
                this.drawCalls++;
            };
            PolygonBatcher.prototype.end = function () {
                var gl = this.context.gl;
                if (!this.isDrawing)
                    throw new Error("PolygonBatch is not drawing. Call PolygonBatch.begin() before calling PolygonBatch.end()");
                if (this.verticesLength > 0 || this.indicesLength > 0)
                    this.flush();
                this.shader = null;
                this.lastTexture = null;
                this.isDrawing = false;
                gl.disable(gl.BLEND);
            };
            PolygonBatcher.prototype.getDrawCalls = function () { return this.drawCalls; };
            PolygonBatcher.prototype.dispose = function () {
                this.mesh.dispose();
            };
            return PolygonBatcher;
        }());
        webgl.PolygonBatcher = PolygonBatcher;
    })(webgl = spine.webgl || (spine.webgl = {}));
})(spine || (spine = {}));
var spine;
(function (spine) {
    var webgl;
    (function (webgl) {
        var SceneRenderer = (function () {
            function SceneRenderer(canvas, context, twoColorTint) {
                if (twoColorTint === void 0) { twoColorTint = true; }
                this.twoColorTint = false;
                this.activeRenderer = null;
                this.QUAD = [
                    0, 0, 1, 1, 1, 1, 0, 0,
                    0, 0, 1, 1, 1, 1, 0, 0,
                    0, 0, 1, 1, 1, 1, 0, 0,
                    0, 0, 1, 1, 1, 1, 0, 0,
                ];
                this.QUAD_TRIANGLES = [0, 1, 2, 2, 3, 0];
                this.WHITE = new spine.Color(1, 1, 1, 1);
                this.canvas = canvas;
                this.context = context instanceof webgl.ManagedWebGLRenderingContext ? context : new webgl.ManagedWebGLRenderingContext(context);
                this.twoColorTint = twoColorTint;
                this.camera = new webgl.OrthoCamera(canvas.width, canvas.height);
                this.batcherShader = twoColorTint ? webgl.Shader.newTwoColoredTextured(this.context) : webgl.Shader.newColoredTextured(this.context);
                this.batcher = new webgl.PolygonBatcher(this.context, twoColorTint);
                this.shapesShader = webgl.Shader.newColored(this.context);
                this.shapes = new webgl.ShapeRenderer(this.context);
                this.skeletonRenderer = new webgl.SkeletonRenderer(this.context, twoColorTint);
                this.skeletonDebugRenderer = new webgl.SkeletonDebugRenderer(this.context);
            }
            SceneRenderer.prototype.begin = function () {
                this.camera.update();
                this.enableRenderer(this.batcher);
            };
            SceneRenderer.prototype.drawSkeleton = function (skeleton, premultipliedAlpha, slotRangeStart, slotRangeEnd) {
                if (premultipliedAlpha === void 0) { premultipliedAlpha = false; }
                if (slotRangeStart === void 0) { slotRangeStart = -1; }
                if (slotRangeEnd === void 0) { slotRangeEnd = -1; }
                this.enableRenderer(this.batcher);
                this.skeletonRenderer.premultipliedAlpha = premultipliedAlpha;
                this.skeletonRenderer.draw(this.batcher, skeleton, slotRangeStart, slotRangeEnd);
            };
            SceneRenderer.prototype.drawSkeletonDebug = function (skeleton, premultipliedAlpha, ignoredBones) {
                if (premultipliedAlpha === void 0) { premultipliedAlpha = false; }
                if (ignoredBones === void 0) { ignoredBones = null; }
                this.enableRenderer(this.shapes);
                this.skeletonDebugRenderer.premultipliedAlpha = premultipliedAlpha;
                this.skeletonDebugRenderer.draw(this.shapes, skeleton, ignoredBones);
            };
            SceneRenderer.prototype.drawTexture = function (texture, x, y, width, height, color) {
                if (color === void 0) { color = null; }
                this.enableRenderer(this.batcher);
                if (color === null)
                    color = this.WHITE;
                var quad = this.QUAD;
                var i = 0;
                quad[i++] = x;
                quad[i++] = y;
                quad[i++] = color.r;
                quad[i++] = color.g;
                quad[i++] = color.b;
                quad[i++] = color.a;
                quad[i++] = 0;
                quad[i++] = 1;
                if (this.twoColorTint) {
                    quad[i++] = 0;
                    quad[i++] = 0;
                    quad[i++] = 0;
                    quad[i++] = 0;
                }
                quad[i++] = x + width;
                quad[i++] = y;
                quad[i++] = color.r;
                quad[i++] = color.g;
                quad[i++] = color.b;
                quad[i++] = color.a;
                quad[i++] = 1;
                quad[i++] = 1;
                if (this.twoColorTint) {
                    quad[i++] = 0;
                    quad[i++] = 0;
                    quad[i++] = 0;
                    quad[i++] = 0;
                }
                quad[i++] = x + width;
                quad[i++] = y + height;
                quad[i++] = color.r;
                quad[i++] = color.g;
                quad[i++] = color.b;
                quad[i++] = color.a;
                quad[i++] = 1;
                quad[i++] = 0;
                if (this.twoColorTint) {
                    quad[i++] = 0;
                    quad[i++] = 0;
                    quad[i++] = 0;
                    quad[i++] = 0;
                }
                quad[i++] = x;
                quad[i++] = y + height;
                quad[i++] = color.r;
                quad[i++] = color.g;
                quad[i++] = color.b;
                quad[i++] = color.a;
                quad[i++] = 0;
                quad[i++] = 0;
                if (this.twoColorTint) {
                    quad[i++] = 0;
                    quad[i++] = 0;
                    quad[i++] = 0;
                    quad[i++] = 0;
                }
                this.batcher.draw(texture, quad, this.QUAD_TRIANGLES);
            };
            SceneRenderer.prototype.drawTextureUV = function (texture, x, y, width, height, u, v, u2, v2, color) {
                if (color === void 0) { color = null; }
                this.enableRenderer(this.batcher);
                if (color === null)
                    color = this.WHITE;
                var quad = this.QUAD;
                var i = 0;
                quad[i++] = x;
                quad[i++] = y;
                quad[i++] = color.r;
                quad[i++] = color.g;
                quad[i++] = color.b;
                quad[i++] = color.a;
                quad[i++] = u;
                quad[i++] = v;
                if (this.twoColorTint) {
                    quad[i++] = 0;
                    quad[i++] = 0;
                    quad[i++] = 0;
                    quad[i++] = 0;
                }
                quad[i++] = x + width;
                quad[i++] = y;
                quad[i++] = color.r;
                quad[i++] = color.g;
                quad[i++] = color.b;
                quad[i++] = color.a;
                quad[i++] = u2;
                quad[i++] = v;
                if (this.twoColorTint) {
                    quad[i++] = 0;
                    quad[i++] = 0;
                    quad[i++] = 0;
                    quad[i++] = 0;
                }
                quad[i++] = x + width;
                quad[i++] = y + height;
                quad[i++] = color.r;
                quad[i++] = color.g;
                quad[i++] = color.b;
                quad[i++] = color.a;
                quad[i++] = u2;
                quad[i++] = v2;
                if (this.twoColorTint) {
                    quad[i++] = 0;
                    quad[i++] = 0;
                    quad[i++] = 0;
                    quad[i++] = 0;
                }
                quad[i++] = x;
                quad[i++] = y + height;
                quad[i++] = color.r;
                quad[i++] = color.g;
                quad[i++] = color.b;
                quad[i++] = color.a;
                quad[i++] = u;
                quad[i++] = v2;
                if (this.twoColorTint) {
                    quad[i++] = 0;
                    quad[i++] = 0;
                    quad[i++] = 0;
                    quad[i++] = 0;
                }
                this.batcher.draw(texture, quad, this.QUAD_TRIANGLES);
            };
            SceneRenderer.prototype.drawTextureRotated = function (texture, x, y, width, height, pivotX, pivotY, angle, color, premultipliedAlpha) {
                if (color === void 0) { color = null; }
                if (premultipliedAlpha === void 0) { premultipliedAlpha = false; }
                this.enableRenderer(this.batcher);
                if (color === null)
                    color = this.WHITE;
                var quad = this.QUAD;
                var worldOriginX = x + pivotX;
                var worldOriginY = y + pivotY;
                var fx = -pivotX;
                var fy = -pivotY;
                var fx2 = width - pivotX;
                var fy2 = height - pivotY;
                var p1x = fx;
                var p1y = fy;
                var p2x = fx;
                var p2y = fy2;
                var p3x = fx2;
                var p3y = fy2;
                var p4x = fx2;
                var p4y = fy;
                var x1 = 0;
                var y1 = 0;
                var x2 = 0;
                var y2 = 0;
                var x3 = 0;
                var y3 = 0;
                var x4 = 0;
                var y4 = 0;
                if (angle != 0) {
                    var cos = spine.MathUtils.cosDeg(angle);
                    var sin = spine.MathUtils.sinDeg(angle);
                    x1 = cos * p1x - sin * p1y;
                    y1 = sin * p1x + cos * p1y;
                    x4 = cos * p2x - sin * p2y;
                    y4 = sin * p2x + cos * p2y;
                    x3 = cos * p3x - sin * p3y;
                    y3 = sin * p3x + cos * p3y;
                    x2 = x3 + (x1 - x4);
                    y2 = y3 + (y1 - y4);
                }
                else {
                    x1 = p1x;
                    y1 = p1y;
                    x4 = p2x;
                    y4 = p2y;
                    x3 = p3x;
                    y3 = p3y;
                    x2 = p4x;
                    y2 = p4y;
                }
                x1 += worldOriginX;
                y1 += worldOriginY;
                x2 += worldOriginX;
                y2 += worldOriginY;
                x3 += worldOriginX;
                y3 += worldOriginY;
                x4 += worldOriginX;
                y4 += worldOriginY;
                var i = 0;
                quad[i++] = x1;
                quad[i++] = y1;
                quad[i++] = color.r;
                quad[i++] = color.g;
                quad[i++] = color.b;
                quad[i++] = color.a;
                quad[i++] = 0;
                quad[i++] = 1;
                if (this.twoColorTint) {
                    quad[i++] = 0;
                    quad[i++] = 0;
                    quad[i++] = 0;
                    quad[i++] = 0;
                }
                quad[i++] = x2;
                quad[i++] = y2;
                quad[i++] = color.r;
                quad[i++] = color.g;
                quad[i++] = color.b;
                quad[i++] = color.a;
                quad[i++] = 1;
                quad[i++] = 1;
                if (this.twoColorTint) {
                    quad[i++] = 0;
                    quad[i++] = 0;
                    quad[i++] = 0;
                    quad[i++] = 0;
                }
                quad[i++] = x3;
                quad[i++] = y3;
                quad[i++] = color.r;
                quad[i++] = color.g;
                quad[i++] = color.b;
                quad[i++] = color.a;
                quad[i++] = 1;
                quad[i++] = 0;
                if (this.twoColorTint) {
                    quad[i++] = 0;
                    quad[i++] = 0;
                    quad[i++] = 0;
                    quad[i++] = 0;
                }
                quad[i++] = x4;
                quad[i++] = y4;
                quad[i++] = color.r;
                quad[i++] = color.g;
                quad[i++] = color.b;
                quad[i++] = color.a;
                quad[i++] = 0;
                quad[i++] = 0;
                if (this.twoColorTint) {
                    quad[i++] = 0;
                    quad[i++] = 0;
                    quad[i++] = 0;
                    quad[i++] = 0;
                }
                this.batcher.draw(texture, quad, this.QUAD_TRIANGLES);
            };
            SceneRenderer.prototype.drawRegion = function (region, x, y, width, height, color, premultipliedAlpha) {
                if (color === void 0) { color = null; }
                if (premultipliedAlpha === void 0) { premultipliedAlpha = false; }
                this.enableRenderer(this.batcher);
                if (color === null)
                    color = this.WHITE;
                var quad = this.QUAD;
                var i = 0;
                quad[i++] = x;
                quad[i++] = y;
                quad[i++] = color.r;
                quad[i++] = color.g;
                quad[i++] = color.b;
                quad[i++] = color.a;
                quad[i++] = region.u;
                quad[i++] = region.v2;
                if (this.twoColorTint) {
                    quad[i++] = 0;
                    quad[i++] = 0;
                    quad[i++] = 0;
                    quad[i++] = 0;
                }
                quad[i++] = x + width;
                quad[i++] = y;
                quad[i++] = color.r;
                quad[i++] = color.g;
                quad[i++] = color.b;
                quad[i++] = color.a;
                quad[i++] = region.u2;
                quad[i++] = region.v2;
                if (this.twoColorTint) {
                    quad[i++] = 0;
                    quad[i++] = 0;
                    quad[i++] = 0;
                    quad[i++] = 0;
                }
                quad[i++] = x + width;
                quad[i++] = y + height;
                quad[i++] = color.r;
                quad[i++] = color.g;
                quad[i++] = color.b;
                quad[i++] = color.a;
                quad[i++] = region.u2;
                quad[i++] = region.v;
                if (this.twoColorTint) {
                    quad[i++] = 0;
                    quad[i++] = 0;
                    quad[i++] = 0;
                    quad[i++] = 0;
                }
                quad[i++] = x;
                quad[i++] = y + height;
                quad[i++] = color.r;
                quad[i++] = color.g;
                quad[i++] = color.b;
                quad[i++] = color.a;
                quad[i++] = region.u;
                quad[i++] = region.v;
                if (this.twoColorTint) {
                    quad[i++] = 0;
                    quad[i++] = 0;
                    quad[i++] = 0;
                    quad[i++] = 0;
                }
                this.batcher.draw(region.texture, quad, this.QUAD_TRIANGLES);
            };
            SceneRenderer.prototype.line = function (x, y, x2, y2, color, color2) {
                if (color === void 0) { color = null; }
                if (color2 === void 0) { color2 = null; }
                this.enableRenderer(this.shapes);
                this.shapes.line(x, y, x2, y2, color);
            };
            SceneRenderer.prototype.triangle = function (filled, x, y, x2, y2, x3, y3, color, color2, color3) {
                if (color === void 0) { color = null; }
                if (color2 === void 0) { color2 = null; }
                if (color3 === void 0) { color3 = null; }
                this.enableRenderer(this.shapes);
                this.shapes.triangle(filled, x, y, x2, y2, x3, y3, color, color2, color3);
            };
            SceneRenderer.prototype.quad = function (filled, x, y, x2, y2, x3, y3, x4, y4, color, color2, color3, color4) {
                if (color === void 0) { color = null; }
                if (color2 === void 0) { color2 = null; }
                if (color3 === void 0) { color3 = null; }
                if (color4 === void 0) { color4 = null; }
                this.enableRenderer(this.shapes);
                this.shapes.quad(filled, x, y, x2, y2, x3, y3, x4, y4, color, color2, color3, color4);
            };
            SceneRenderer.prototype.rect = function (filled, x, y, width, height, color) {
                if (color === void 0) { color = null; }
                this.enableRenderer(this.shapes);
                this.shapes.rect(filled, x, y, width, height, color);
            };
            SceneRenderer.prototype.rectLine = function (filled, x1, y1, x2, y2, width, color) {
                if (color === void 0) { color = null; }
                this.enableRenderer(this.shapes);
                this.shapes.rectLine(filled, x1, y1, x2, y2, width, color);
            };
            SceneRenderer.prototype.polygon = function (polygonVertices, offset, count, color) {
                if (color === void 0) { color = null; }
                this.enableRenderer(this.shapes);
                this.shapes.polygon(polygonVertices, offset, count, color);
            };
            SceneRenderer.prototype.circle = function (filled, x, y, radius, color, segments) {
                if (color === void 0) { color = null; }
                if (segments === void 0) { segments = 0; }
                this.enableRenderer(this.shapes);
                this.shapes.circle(filled, x, y, radius, color, segments);
            };
            SceneRenderer.prototype.curve = function (x1, y1, cx1, cy1, cx2, cy2, x2, y2, segments, color) {
                if (color === void 0) { color = null; }
                this.enableRenderer(this.shapes);
                this.shapes.curve(x1, y1, cx1, cy1, cx2, cy2, x2, y2, segments, color);
            };
            SceneRenderer.prototype.end = function () {
                if (this.activeRenderer === this.batcher)
                    this.batcher.end();
                else if (this.activeRenderer === this.shapes)
                    this.shapes.end();
                this.activeRenderer = null;
            };
            SceneRenderer.prototype.resize = function (resizeMode) {
                var canvas = this.canvas;
                var w = canvas.clientWidth;
                var h = canvas.clientHeight;
                if (canvas.width != w || canvas.height != h) {
                    canvas.width = w;
                    canvas.height = h;
                }
                this.context.gl.viewport(0, 0, canvas.width, canvas.height);
                if (resizeMode === ResizeMode.Stretch) {
                }
                else if (resizeMode === ResizeMode.Expand) {
                    this.camera.setViewport(w, h);
                }
                else if (resizeMode === ResizeMode.Fit) {
                    var sourceWidth = canvas.width, sourceHeight = canvas.height;
                    var targetWidth = this.camera.viewportWidth, targetHeight = this.camera.viewportHeight;
                    var targetRatio = targetHeight / targetWidth;
                    var sourceRatio = sourceHeight / sourceWidth;
                    var scale = targetRatio < sourceRatio ? targetWidth / sourceWidth : targetHeight / sourceHeight;
                    this.camera.viewportWidth = sourceWidth * scale;
                    this.camera.viewportHeight = sourceHeight * scale;
                }
                this.camera.update();
            };
            SceneRenderer.prototype.enableRenderer = function (renderer) {
                if (this.activeRenderer === renderer)
                    return;
                this.end();
                if (renderer instanceof webgl.PolygonBatcher) {
                    this.batcherShader.bind();
                    this.batcherShader.setUniform4x4f(webgl.Shader.MVP_MATRIX, this.camera.projectionView.values);
                    this.batcherShader.setUniformi("u_texture", 0);
                    this.batcher.begin(this.batcherShader);
                    this.activeRenderer = this.batcher;
                }
                else if (renderer instanceof webgl.ShapeRenderer) {
                    this.shapesShader.bind();
                    this.shapesShader.setUniform4x4f(webgl.Shader.MVP_MATRIX, this.camera.projectionView.values);
                    this.shapes.begin(this.shapesShader);
                    this.activeRenderer = this.shapes;
                }
                else {
                    this.activeRenderer = this.skeletonDebugRenderer;
                }
            };
            SceneRenderer.prototype.dispose = function () {
                this.batcher.dispose();
                this.batcherShader.dispose();
                this.shapes.dispose();
                this.shapesShader.dispose();
                this.skeletonDebugRenderer.dispose();
            };
            return SceneRenderer;
        }());
        webgl.SceneRenderer = SceneRenderer;
        var ResizeMode;
        (function (ResizeMode) {
            ResizeMode[ResizeMode["Stretch"] = 0] = "Stretch";
            ResizeMode[ResizeMode["Expand"] = 1] = "Expand";
            ResizeMode[ResizeMode["Fit"] = 2] = "Fit";
        })(ResizeMode = webgl.ResizeMode || (webgl.ResizeMode = {}));
    })(webgl = spine.webgl || (spine.webgl = {}));
})(spine || (spine = {}));
var spine;
(function (spine) {
    var webgl;
    (function (webgl) {
        var Shader = (function () {
            function Shader(context, vertexShader, fragmentShader) {
                this.vertexShader = vertexShader;
                this.fragmentShader = fragmentShader;
                this.vs = null;
                this.fs = null;
                this.program = null;
                this.tmp2x2 = new Float32Array(2 * 2);
                this.tmp3x3 = new Float32Array(3 * 3);
                this.tmp4x4 = new Float32Array(4 * 4);
                this.vsSource = vertexShader;
                this.fsSource = fragmentShader;
                this.context = context instanceof webgl.ManagedWebGLRenderingContext ? context : new webgl.ManagedWebGLRenderingContext(context);
                this.context.addRestorable(this);
                this.compile();
            }
            Shader.prototype.getProgram = function () { return this.program; };
            Shader.prototype.getVertexShader = function () { return this.vertexShader; };
            Shader.prototype.getFragmentShader = function () { return this.fragmentShader; };
            Shader.prototype.getVertexShaderSource = function () { return this.vsSource; };
            Shader.prototype.getFragmentSource = function () { return this.fsSource; };
            Shader.prototype.compile = function () {
                var gl = this.context.gl;
                try {
                    this.vs = this.compileShader(gl.VERTEX_SHADER, this.vertexShader);
                    this.fs = this.compileShader(gl.FRAGMENT_SHADER, this.fragmentShader);
                    this.program = this.compileProgram(this.vs, this.fs);
                }
                catch (e) {
                    this.dispose();
                    throw e;
                }
            };
            Shader.prototype.compileShader = function (type, source) {
                var gl = this.context.gl;
                var shader = gl.createShader(type);
                gl.shaderSource(shader, source);
                gl.compileShader(shader);
                if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
                    var error = "Couldn't compile shader: " + gl.getShaderInfoLog(shader);
                    gl.deleteShader(shader);
                    if (!gl.isContextLost())
                        throw new Error(error);
                }
                return shader;
            };
            Shader.prototype.compileProgram = function (vs, fs) {
                var gl = this.context.gl;
                var program = gl.createProgram();
                gl.attachShader(program, vs);
                gl.attachShader(program, fs);
                gl.linkProgram(program);
                if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
                    var error = "Couldn't compile shader program: " + gl.getProgramInfoLog(program);
                    gl.deleteProgram(program);
                    if (!gl.isContextLost())
                        throw new Error(error);
                }
                return program;
            };
            Shader.prototype.restore = function () {
                this.compile();
            };
            Shader.prototype.bind = function () {
                this.context.gl.useProgram(this.program);
            };
            Shader.prototype.unbind = function () {
                this.context.gl.useProgram(null);
            };
            Shader.prototype.setUniformi = function (uniform, value) {
                this.context.gl.uniform1i(this.getUniformLocation(uniform), value);
            };
            Shader.prototype.setUniformf = function (uniform, value) {
                this.context.gl.uniform1f(this.getUniformLocation(uniform), value);
            };
            Shader.prototype.setUniform2f = function (uniform, value, value2) {
                this.context.gl.uniform2f(this.getUniformLocation(uniform), value, value2);
            };
            Shader.prototype.setUniform3f = function (uniform, value, value2, value3) {
                this.context.gl.uniform3f(this.getUniformLocation(uniform), value, value2, value3);
            };
            Shader.prototype.setUniform4f = function (uniform, value, value2, value3, value4) {
                this.context.gl.uniform4f(this.getUniformLocation(uniform), value, value2, value3, value4);
            };
            Shader.prototype.setUniform2x2f = function (uniform, value) {
                var gl = this.context.gl;
                this.tmp2x2.set(value);
                gl.uniformMatrix2fv(this.getUniformLocation(uniform), false, this.tmp2x2);
            };
            Shader.prototype.setUniform3x3f = function (uniform, value) {
                var gl = this.context.gl;
                this.tmp3x3.set(value);
                gl.uniformMatrix3fv(this.getUniformLocation(uniform), false, this.tmp3x3);
            };
            Shader.prototype.setUniform4x4f = function (uniform, value) {
                var gl = this.context.gl;
                this.tmp4x4.set(value);
                gl.uniformMatrix4fv(this.getUniformLocation(uniform), false, this.tmp4x4);
            };
            Shader.prototype.getUniformLocation = function (uniform) {
                var gl = this.context.gl;
                var location = gl.getUniformLocation(this.program, uniform);
                if (!location && !gl.isContextLost())
                    throw new Error("Couldn't find location for uniform " + uniform);
                return location;
            };
            Shader.prototype.getAttributeLocation = function (attribute) {
                var gl = this.context.gl;
                var location = gl.getAttribLocation(this.program, attribute);
                if (location == -1 && !gl.isContextLost())
                    throw new Error("Couldn't find location for attribute " + attribute);
                return location;
            };
            Shader.prototype.dispose = function () {
                this.context.removeRestorable(this);
                var gl = this.context.gl;
                if (this.vs) {
                    gl.deleteShader(this.vs);
                    this.vs = null;
                }
                if (this.fs) {
                    gl.deleteShader(this.fs);
                    this.fs = null;
                }
                if (this.program) {
                    gl.deleteProgram(this.program);
                    this.program = null;
                }
            };
            Shader.newColoredTextured = function (context) {
                var vs = "\n\t\t\t\tattribute vec4 " + Shader.POSITION + ";\n\t\t\t\tattribute vec4 " + Shader.COLOR + ";\n\t\t\t\tattribute vec2 " + Shader.TEXCOORDS + ";\n\t\t\t\tuniform mat4 " + Shader.MVP_MATRIX + ";\n\t\t\t\tvarying vec4 v_color;\n\t\t\t\tvarying vec2 v_texCoords;\n\n\t\t\t\tvoid main () {\n\t\t\t\t\tv_color = " + Shader.COLOR + ";\n\t\t\t\t\tv_texCoords = " + Shader.TEXCOORDS + ";\n\t\t\t\t\tgl_Position = " + Shader.MVP_MATRIX + " * " + Shader.POSITION + ";\n\t\t\t\t}\n\t\t\t";
                var fs = "\n\t\t\t\t#ifdef GL_ES\n\t\t\t\t\t#define LOWP lowp\n\t\t\t\t\tprecision mediump float;\n\t\t\t\t#else\n\t\t\t\t\t#define LOWP\n\t\t\t\t#endif\n\t\t\t\tvarying LOWP vec4 v_color;\n\t\t\t\tvarying vec2 v_texCoords;\n\t\t\t\tuniform sampler2D u_texture;\n\n\t\t\t\tvoid main () {\n\t\t\t\t\tgl_FragColor = v_color * texture2D(u_texture, v_texCoords);\n\t\t\t\t}\n\t\t\t";
                return new Shader(context, vs, fs);
            };
            Shader.newTwoColoredTextured = function (context) {
                var vs = "\n\t\t\t\tattribute vec4 " + Shader.POSITION + ";\n\t\t\t\tattribute vec4 " + Shader.COLOR + ";\n\t\t\t\tattribute vec4 " + Shader.COLOR2 + ";\n\t\t\t\tattribute vec2 " + Shader.TEXCOORDS + ";\n\t\t\t\tuniform mat4 " + Shader.MVP_MATRIX + ";\n\t\t\t\tvarying vec4 v_light;\n\t\t\t\tvarying vec4 v_dark;\n\t\t\t\tvarying vec2 v_texCoords;\n\n\t\t\t\tvoid main () {\n\t\t\t\t\tv_light = " + Shader.COLOR + ";\n\t\t\t\t\tv_dark = " + Shader.COLOR2 + ";\n\t\t\t\t\tv_texCoords = " + Shader.TEXCOORDS + ";\n\t\t\t\t\tgl_Position = " + Shader.MVP_MATRIX + " * " + Shader.POSITION + ";\n\t\t\t\t}\n\t\t\t";
                var fs = "\n\t\t\t\t#ifdef GL_ES\n\t\t\t\t\t#define LOWP lowp\n\t\t\t\t\tprecision mediump float;\n\t\t\t\t#else\n\t\t\t\t\t#define LOWP\n\t\t\t\t#endif\n\t\t\t\tvarying LOWP vec4 v_light;\n\t\t\t\tvarying LOWP vec4 v_dark;\n\t\t\t\tvarying vec2 v_texCoords;\n\t\t\t\tuniform sampler2D u_texture;\n\n\t\t\t\tvoid main () {\n\t\t\t\t\tvec4 texColor = texture2D(u_texture, v_texCoords);\n\t\t\t\t\tgl_FragColor.a = texColor.a * v_light.a;\n\t\t\t\t\tgl_FragColor.rgb = ((texColor.a - 1.0) * v_dark.a + 1.0 - texColor.rgb) * v_dark.rgb + texColor.rgb * v_light.rgb;\n\t\t\t\t}\n\t\t\t";
                return new Shader(context, vs, fs);
            };
            Shader.newColored = function (context) {
                var vs = "\n\t\t\t\tattribute vec4 " + Shader.POSITION + ";\n\t\t\t\tattribute vec4 " + Shader.COLOR + ";\n\t\t\t\tuniform mat4 " + Shader.MVP_MATRIX + ";\n\t\t\t\tvarying vec4 v_color;\n\n\t\t\t\tvoid main () {\n\t\t\t\t\tv_color = " + Shader.COLOR + ";\n\t\t\t\t\tgl_Position = " + Shader.MVP_MATRIX + " * " + Shader.POSITION + ";\n\t\t\t\t}\n\t\t\t";
                var fs = "\n\t\t\t\t#ifdef GL_ES\n\t\t\t\t\t#define LOWP lowp\n\t\t\t\t\tprecision mediump float;\n\t\t\t\t#else\n\t\t\t\t\t#define LOWP\n\t\t\t\t#endif\n\t\t\t\tvarying LOWP vec4 v_color;\n\n\t\t\t\tvoid main () {\n\t\t\t\t\tgl_FragColor = v_color;\n\t\t\t\t}\n\t\t\t";
                return new Shader(context, vs, fs);
            };
            Shader.MVP_MATRIX = "u_projTrans";
            Shader.POSITION = "a_position";
            Shader.COLOR = "a_color";
            Shader.COLOR2 = "a_color2";
            Shader.TEXCOORDS = "a_texCoords";
            Shader.SAMPLER = "u_texture";
            return Shader;
        }());
        webgl.Shader = Shader;
    })(webgl = spine.webgl || (spine.webgl = {}));
})(spine || (spine = {}));
var spine;
(function (spine) {
    var webgl;
    (function (webgl) {
        var ShapeRenderer = (function () {
            function ShapeRenderer(context, maxVertices) {
                if (maxVertices === void 0) { maxVertices = 10920; }
                this.isDrawing = false;
                this.shapeType = ShapeType.Filled;
                this.color = new spine.Color(1, 1, 1, 1);
                this.vertexIndex = 0;
                this.tmp = new spine.Vector2();
                if (maxVertices > 10920)
                    throw new Error("Can't have more than 10920 triangles per batch: " + maxVertices);
                this.context = context instanceof webgl.ManagedWebGLRenderingContext ? context : new webgl.ManagedWebGLRenderingContext(context);
                this.mesh = new webgl.Mesh(context, [new webgl.Position2Attribute(), new webgl.ColorAttribute()], maxVertices, 0);
                this.srcBlend = this.context.gl.SRC_ALPHA;
                this.dstBlend = this.context.gl.ONE_MINUS_SRC_ALPHA;
            }
            ShapeRenderer.prototype.begin = function (shader) {
                if (this.isDrawing)
                    throw new Error("ShapeRenderer.begin() has already been called");
                this.shader = shader;
                this.vertexIndex = 0;
                this.isDrawing = true;
                var gl = this.context.gl;
                gl.enable(gl.BLEND);
                gl.blendFunc(this.srcBlend, this.dstBlend);
            };
            ShapeRenderer.prototype.setBlendMode = function (srcBlend, dstBlend) {
                var gl = this.context.gl;
                this.srcBlend = srcBlend;
                this.dstBlend = dstBlend;
                if (this.isDrawing) {
                    this.flush();
                    gl.blendFunc(this.srcBlend, this.dstBlend);
                }
            };
            ShapeRenderer.prototype.setColor = function (color) {
                this.color.setFromColor(color);
            };
            ShapeRenderer.prototype.setColorWith = function (r, g, b, a) {
                this.color.set(r, g, b, a);
            };
            ShapeRenderer.prototype.point = function (x, y, color) {
                if (color === void 0) { color = null; }
                this.check(ShapeType.Point, 1);
                if (color === null)
                    color = this.color;
                this.vertex(x, y, color);
            };
            ShapeRenderer.prototype.line = function (x, y, x2, y2, color) {
                if (color === void 0) { color = null; }
                this.check(ShapeType.Line, 2);
                var vertices = this.mesh.getVertices();
                var idx = this.vertexIndex;
                if (color === null)
                    color = this.color;
                this.vertex(x, y, color);
                this.vertex(x2, y2, color);
            };
            ShapeRenderer.prototype.triangle = function (filled, x, y, x2, y2, x3, y3, color, color2, color3) {
                if (color === void 0) { color = null; }
                if (color2 === void 0) { color2 = null; }
                if (color3 === void 0) { color3 = null; }
                this.check(filled ? ShapeType.Filled : ShapeType.Line, 3);
                var vertices = this.mesh.getVertices();
                var idx = this.vertexIndex;
                if (color === null)
                    color = this.color;
                if (color2 === null)
                    color2 = this.color;
                if (color3 === null)
                    color3 = this.color;
                if (filled) {
                    this.vertex(x, y, color);
                    this.vertex(x2, y2, color2);
                    this.vertex(x3, y3, color3);
                }
                else {
                    this.vertex(x, y, color);
                    this.vertex(x2, y2, color2);
                    this.vertex(x2, y2, color);
                    this.vertex(x3, y3, color2);
                    this.vertex(x3, y3, color);
                    this.vertex(x, y, color2);
                }
            };
            ShapeRenderer.prototype.quad = function (filled, x, y, x2, y2, x3, y3, x4, y4, color, color2, color3, color4) {
                if (color === void 0) { color = null; }
                if (color2 === void 0) { color2 = null; }
                if (color3 === void 0) { color3 = null; }
                if (color4 === void 0) { color4 = null; }
                this.check(filled ? ShapeType.Filled : ShapeType.Line, 3);
                var vertices = this.mesh.getVertices();
                var idx = this.vertexIndex;
                if (color === null)
                    color = this.color;
                if (color2 === null)
                    color2 = this.color;
                if (color3 === null)
                    color3 = this.color;
                if (color4 === null)
                    color4 = this.color;
                if (filled) {
                    this.vertex(x, y, color);
                    this.vertex(x2, y2, color2);
                    this.vertex(x3, y3, color3);
                    this.vertex(x3, y3, color3);
                    this.vertex(x4, y4, color4);
                    this.vertex(x, y, color);
                }
                else {
                    this.vertex(x, y, color);
                    this.vertex(x2, y2, color2);
                    this.vertex(x2, y2, color2);
                    this.vertex(x3, y3, color3);
                    this.vertex(x3, y3, color3);
                    this.vertex(x4, y4, color4);
                    this.vertex(x4, y4, color4);
                    this.vertex(x, y, color);
                }
            };
            ShapeRenderer.prototype.rect = function (filled, x, y, width, height, color) {
                if (color === void 0) { color = null; }
                this.quad(filled, x, y, x + width, y, x + width, y + height, x, y + height, color, color, color, color);
            };
            ShapeRenderer.prototype.rectLine = function (filled, x1, y1, x2, y2, width, color) {
                if (color === void 0) { color = null; }
                this.check(filled ? ShapeType.Filled : ShapeType.Line, 8);
                if (color === null)
                    color = this.color;
                var t = this.tmp.set(y2 - y1, x1 - x2);
                t.normalize();
                width *= 0.5;
                var tx = t.x * width;
                var ty = t.y * width;
                if (!filled) {
                    this.vertex(x1 + tx, y1 + ty, color);
                    this.vertex(x1 - tx, y1 - ty, color);
                    this.vertex(x2 + tx, y2 + ty, color);
                    this.vertex(x2 - tx, y2 - ty, color);
                    this.vertex(x2 + tx, y2 + ty, color);
                    this.vertex(x1 + tx, y1 + ty, color);
                    this.vertex(x2 - tx, y2 - ty, color);
                    this.vertex(x1 - tx, y1 - ty, color);
                }
                else {
                    this.vertex(x1 + tx, y1 + ty, color);
                    this.vertex(x1 - tx, y1 - ty, color);
                    this.vertex(x2 + tx, y2 + ty, color);
                    this.vertex(x2 - tx, y2 - ty, color);
                    this.vertex(x2 + tx, y2 + ty, color);
                    this.vertex(x1 - tx, y1 - ty, color);
                }
            };
            ShapeRenderer.prototype.x = function (x, y, size) {
                this.line(x - size, y - size, x + size, y + size);
                this.line(x - size, y + size, x + size, y - size);
            };
            ShapeRenderer.prototype.polygon = function (polygonVertices, offset, count, color) {
                if (color === void 0) { color = null; }
                if (count < 3)
                    throw new Error("Polygon must contain at least 3 vertices");
                this.check(ShapeType.Line, count * 2);
                if (color === null)
                    color = this.color;
                var vertices = this.mesh.getVertices();
                var idx = this.vertexIndex;
                offset <<= 1;
                count <<= 1;
                var firstX = polygonVertices[offset];
                var firstY = polygonVertices[offset + 1];
                var last = offset + count;
                for (var i = offset, n = offset + count - 2; i < n; i += 2) {
                    var x1 = polygonVertices[i];
                    var y1 = polygonVertices[i + 1];
                    var x2 = 0;
                    var y2 = 0;
                    if (i + 2 >= last) {
                        x2 = firstX;
                        y2 = firstY;
                    }
                    else {
                        x2 = polygonVertices[i + 2];
                        y2 = polygonVertices[i + 3];
                    }
                    this.vertex(x1, y1, color);
                    this.vertex(x2, y2, color);
                }
            };
            ShapeRenderer.prototype.circle = function (filled, x, y, radius, color, segments) {
                if (color === void 0) { color = null; }
                if (segments === void 0) { segments = 0; }
                if (segments === 0)
                    segments = Math.max(1, (6 * spine.MathUtils.cbrt(radius)) | 0);
                if (segments <= 0)
                    throw new Error("segments must be > 0.");
                if (color === null)
                    color = this.color;
                var angle = 2 * spine.MathUtils.PI / segments;
                var cos = Math.cos(angle);
                var sin = Math.sin(angle);
                var cx = radius, cy = 0;
                if (!filled) {
                    this.check(ShapeType.Line, segments * 2 + 2);
                    for (var i = 0; i < segments; i++) {
                        this.vertex(x + cx, y + cy, color);
                        var temp_1 = cx;
                        cx = cos * cx - sin * cy;
                        cy = sin * temp_1 + cos * cy;
                        this.vertex(x + cx, y + cy, color);
                    }
                    this.vertex(x + cx, y + cy, color);
                }
                else {
                    this.check(ShapeType.Filled, segments * 3 + 3);
                    segments--;
                    for (var i = 0; i < segments; i++) {
                        this.vertex(x, y, color);
                        this.vertex(x + cx, y + cy, color);
                        var temp_2 = cx;
                        cx = cos * cx - sin * cy;
                        cy = sin * temp_2 + cos * cy;
                        this.vertex(x + cx, y + cy, color);
                    }
                    this.vertex(x, y, color);
                    this.vertex(x + cx, y + cy, color);
                }
                var temp = cx;
                cx = radius;
                cy = 0;
                this.vertex(x + cx, y + cy, color);
            };
            ShapeRenderer.prototype.curve = function (x1, y1, cx1, cy1, cx2, cy2, x2, y2, segments, color) {
                if (color === void 0) { color = null; }
                this.check(ShapeType.Line, segments * 2 + 2);
                if (color === null)
                    color = this.color;
                var subdiv_step = 1 / segments;
                var subdiv_step2 = subdiv_step * subdiv_step;
                var subdiv_step3 = subdiv_step * subdiv_step * subdiv_step;
                var pre1 = 3 * subdiv_step;
                var pre2 = 3 * subdiv_step2;
                var pre4 = 6 * subdiv_step2;
                var pre5 = 6 * subdiv_step3;
                var tmp1x = x1 - cx1 * 2 + cx2;
                var tmp1y = y1 - cy1 * 2 + cy2;
                var tmp2x = (cx1 - cx2) * 3 - x1 + x2;
                var tmp2y = (cy1 - cy2) * 3 - y1 + y2;
                var fx = x1;
                var fy = y1;
                var dfx = (cx1 - x1) * pre1 + tmp1x * pre2 + tmp2x * subdiv_step3;
                var dfy = (cy1 - y1) * pre1 + tmp1y * pre2 + tmp2y * subdiv_step3;
                var ddfx = tmp1x * pre4 + tmp2x * pre5;
                var ddfy = tmp1y * pre4 + tmp2y * pre5;
                var dddfx = tmp2x * pre5;
                var dddfy = tmp2y * pre5;
                while (segments-- > 0) {
                    this.vertex(fx, fy, color);
                    fx += dfx;
                    fy += dfy;
                    dfx += ddfx;
                    dfy += ddfy;
                    ddfx += dddfx;
                    ddfy += dddfy;
                    this.vertex(fx, fy, color);
                }
                this.vertex(fx, fy, color);
                this.vertex(x2, y2, color);
            };
            ShapeRenderer.prototype.vertex = function (x, y, color) {
                var idx = this.vertexIndex;
                var vertices = this.mesh.getVertices();
                vertices[idx++] = x;
                vertices[idx++] = y;
                vertices[idx++] = color.r;
                vertices[idx++] = color.g;
                vertices[idx++] = color.b;
                vertices[idx++] = color.a;
                this.vertexIndex = idx;
            };
            ShapeRenderer.prototype.end = function () {
                if (!this.isDrawing)
                    throw new Error("ShapeRenderer.begin() has not been called");
                this.flush();
                this.context.gl.disable(this.context.gl.BLEND);
                this.isDrawing = false;
            };
            ShapeRenderer.prototype.flush = function () {
                if (this.vertexIndex == 0)
                    return;
                this.mesh.setVerticesLength(this.vertexIndex);
                this.mesh.draw(this.shader, this.shapeType);
                this.vertexIndex = 0;
            };
            ShapeRenderer.prototype.check = function (shapeType, numVertices) {
                if (!this.isDrawing)
                    throw new Error("ShapeRenderer.begin() has not been called");
                if (this.shapeType == shapeType) {
                    if (this.mesh.maxVertices() - this.mesh.numVertices() < numVertices)
                        this.flush();
                    else
                        return;
                }
                else {
                    this.flush();
                    this.shapeType = shapeType;
                }
            };
            ShapeRenderer.prototype.dispose = function () {
                this.mesh.dispose();
            };
            return ShapeRenderer;
        }());
        webgl.ShapeRenderer = ShapeRenderer;
        var ShapeType;
        (function (ShapeType) {
            ShapeType[ShapeType["Point"] = 0] = "Point";
            ShapeType[ShapeType["Line"] = 1] = "Line";
            ShapeType[ShapeType["Filled"] = 4] = "Filled";
        })(ShapeType = webgl.ShapeType || (webgl.ShapeType = {}));
    })(webgl = spine.webgl || (spine.webgl = {}));
})(spine || (spine = {}));
var spine;
(function (spine) {
    var webgl;
    (function (webgl) {
        var SkeletonDebugRenderer = (function () {
            function SkeletonDebugRenderer(context) {
                this.boneLineColor = new spine.Color(1, 0, 0, 1);
                this.boneOriginColor = new spine.Color(0, 1, 0, 1);
                this.attachmentLineColor = new spine.Color(0, 0, 1, 0.5);
                this.triangleLineColor = new spine.Color(1, 0.64, 0, 0.5);
                this.pathColor = new spine.Color().setFromString("FF7F00");
                this.clipColor = new spine.Color(0.8, 0, 0, 2);
                this.aabbColor = new spine.Color(0, 1, 0, 0.5);
                this.drawBones = true;
                this.drawRegionAttachments = true;
                this.drawBoundingBoxes = true;
                this.drawMeshHull = true;
                this.drawMeshTriangles = true;
                this.drawPaths = true;
                this.drawSkeletonXY = false;
                this.drawClipping = true;
                this.premultipliedAlpha = false;
                this.scale = 1;
                this.boneWidth = 2;
                this.bounds = new spine.SkeletonBounds();
                this.temp = new Array();
                this.vertices = spine.Utils.newFloatArray(2 * 1024);
                this.context = context instanceof webgl.ManagedWebGLRenderingContext ? context : new webgl.ManagedWebGLRenderingContext(context);
            }
            SkeletonDebugRenderer.prototype.draw = function (shapes, skeleton, ignoredBones) {
                if (ignoredBones === void 0) { ignoredBones = null; }
                var skeletonX = skeleton.x;
                var skeletonY = skeleton.y;
                var gl = this.context.gl;
                var srcFunc = this.premultipliedAlpha ? gl.ONE : gl.SRC_ALPHA;
                shapes.setBlendMode(srcFunc, gl.ONE_MINUS_SRC_ALPHA);
                var bones = skeleton.bones;
                if (this.drawBones) {
                    shapes.setColor(this.boneLineColor);
                    for (var i = 0, n = bones.length; i < n; i++) {
                        var bone = bones[i];
                        if (ignoredBones && ignoredBones.indexOf(bone.data.name) > -1)
                            continue;
                        if (bone.parent == null)
                            continue;
                        var x = skeletonX + bone.data.length * bone.a + bone.worldX;
                        var y = skeletonY + bone.data.length * bone.c + bone.worldY;
                        shapes.rectLine(true, skeletonX + bone.worldX, skeletonY + bone.worldY, x, y, this.boneWidth * this.scale);
                    }
                    if (this.drawSkeletonXY)
                        shapes.x(skeletonX, skeletonY, 4 * this.scale);
                }
                if (this.drawRegionAttachments) {
                    shapes.setColor(this.attachmentLineColor);
                    var slots = skeleton.slots;
                    for (var i = 0, n = slots.length; i < n; i++) {
                        var slot = slots[i];
                        var attachment = slot.getAttachment();
                        if (attachment instanceof spine.RegionAttachment) {
                            var regionAttachment = attachment;
                            var vertices = this.vertices;
                            regionAttachment.computeWorldVertices(slot.bone, vertices, 0, 2);
                            shapes.line(vertices[0], vertices[1], vertices[2], vertices[3]);
                            shapes.line(vertices[2], vertices[3], vertices[4], vertices[5]);
                            shapes.line(vertices[4], vertices[5], vertices[6], vertices[7]);
                            shapes.line(vertices[6], vertices[7], vertices[0], vertices[1]);
                        }
                    }
                }
                if (this.drawMeshHull || this.drawMeshTriangles) {
                    var slots = skeleton.slots;
                    for (var i = 0, n = slots.length; i < n; i++) {
                        var slot = slots[i];
                        if (!slot.bone.active)
                            continue;
                        var attachment = slot.getAttachment();
                        if (!(attachment instanceof spine.MeshAttachment))
                            continue;
                        var mesh = attachment;
                        var vertices = this.vertices;
                        mesh.computeWorldVertices(slot, 0, mesh.worldVerticesLength, vertices, 0, 2);
                        var triangles = mesh.triangles;
                        var hullLength = mesh.hullLength;
                        if (this.drawMeshTriangles) {
                            shapes.setColor(this.triangleLineColor);
                            for (var ii = 0, nn = triangles.length; ii < nn; ii += 3) {
                                var v1 = triangles[ii] * 2, v2 = triangles[ii + 1] * 2, v3 = triangles[ii + 2] * 2;
                                shapes.triangle(false, vertices[v1], vertices[v1 + 1], vertices[v2], vertices[v2 + 1], vertices[v3], vertices[v3 + 1]);
                            }
                        }
                        if (this.drawMeshHull && hullLength > 0) {
                            shapes.setColor(this.attachmentLineColor);
                            hullLength = (hullLength >> 1) * 2;
                            var lastX = vertices[hullLength - 2], lastY = vertices[hullLength - 1];
                            for (var ii = 0, nn = hullLength; ii < nn; ii += 2) {
                                var x = vertices[ii], y = vertices[ii + 1];
                                shapes.line(x, y, lastX, lastY);
                                lastX = x;
                                lastY = y;
                            }
                        }
                    }
                }
                if (this.drawBoundingBoxes) {
                    var bounds = this.bounds;
                    bounds.update(skeleton, true);
                    shapes.setColor(this.aabbColor);
                    shapes.rect(false, bounds.minX, bounds.minY, bounds.getWidth(), bounds.getHeight());
                    var polygons = bounds.polygons;
                    var boxes = bounds.boundingBoxes;
                    for (var i = 0, n = polygons.length; i < n; i++) {
                        var polygon = polygons[i];
                        shapes.setColor(boxes[i].color);
                        shapes.polygon(polygon, 0, polygon.length);
                    }
                }
                if (this.drawPaths) {
                    var slots = skeleton.slots;
                    for (var i = 0, n = slots.length; i < n; i++) {
                        var slot = slots[i];
                        if (!slot.bone.active)
                            continue;
                        var attachment = slot.getAttachment();
                        if (!(attachment instanceof spine.PathAttachment))
                            continue;
                        var path = attachment;
                        var nn = path.worldVerticesLength;
                        var world = this.temp = spine.Utils.setArraySize(this.temp, nn, 0);
                        path.computeWorldVertices(slot, 0, nn, world, 0, 2);
                        var color = this.pathColor;
                        var x1 = world[2], y1 = world[3], x2 = 0, y2 = 0;
                        if (path.closed) {
                            shapes.setColor(color);
                            var cx1 = world[0], cy1 = world[1], cx2 = world[nn - 2], cy2 = world[nn - 1];
                            x2 = world[nn - 4];
                            y2 = world[nn - 3];
                            shapes.curve(x1, y1, cx1, cy1, cx2, cy2, x2, y2, 32);
                            shapes.setColor(SkeletonDebugRenderer.LIGHT_GRAY);
                            shapes.line(x1, y1, cx1, cy1);
                            shapes.line(x2, y2, cx2, cy2);
                        }
                        nn -= 4;
                        for (var ii = 4; ii < nn; ii += 6) {
                            var cx1 = world[ii], cy1 = world[ii + 1], cx2 = world[ii + 2], cy2 = world[ii + 3];
                            x2 = world[ii + 4];
                            y2 = world[ii + 5];
                            shapes.setColor(color);
                            shapes.curve(x1, y1, cx1, cy1, cx2, cy2, x2, y2, 32);
                            shapes.setColor(SkeletonDebugRenderer.LIGHT_GRAY);
                            shapes.line(x1, y1, cx1, cy1);
                            shapes.line(x2, y2, cx2, cy2);
                            x1 = x2;
                            y1 = y2;
                        }
                    }
                }
                if (this.drawBones) {
                    shapes.setColor(this.boneOriginColor);
                    for (var i = 0, n = bones.length; i < n; i++) {
                        var bone = bones[i];
                        if (ignoredBones && ignoredBones.indexOf(bone.data.name) > -1)
                            continue;
                        shapes.circle(true, skeletonX + bone.worldX, skeletonY + bone.worldY, 3 * this.scale, SkeletonDebugRenderer.GREEN, 8);
                    }
                }
                if (this.drawClipping) {
                    var slots = skeleton.slots;
                    shapes.setColor(this.clipColor);
                    for (var i = 0, n = slots.length; i < n; i++) {
                        var slot = slots[i];
                        if (!slot.bone.active)
                            continue;
                        var attachment = slot.getAttachment();
                        if (!(attachment instanceof spine.ClippingAttachment))
                            continue;
                        var clip = attachment;
                        var nn = clip.worldVerticesLength;
                        var world = this.temp = spine.Utils.setArraySize(this.temp, nn, 0);
                        clip.computeWorldVertices(slot, 0, nn, world, 0, 2);
                        for (var i_16 = 0, n_2 = world.length; i_16 < n_2; i_16 += 2) {
                            var x = world[i_16];
                            var y = world[i_16 + 1];
                            var x2 = world[(i_16 + 2) % world.length];
                            var y2 = world[(i_16 + 3) % world.length];
                            shapes.line(x, y, x2, y2);
                        }
                    }
                }
            };
            SkeletonDebugRenderer.prototype.dispose = function () {
            };
            SkeletonDebugRenderer.LIGHT_GRAY = new spine.Color(192 / 255, 192 / 255, 192 / 255, 1);
            SkeletonDebugRenderer.GREEN = new spine.Color(0, 1, 0, 1);
            return SkeletonDebugRenderer;
        }());
        webgl.SkeletonDebugRenderer = SkeletonDebugRenderer;
    })(webgl = spine.webgl || (spine.webgl = {}));
})(spine || (spine = {}));
var spine;
(function (spine) {
    var webgl;
    (function (webgl) {
        var Renderable = (function () {
            function Renderable(vertices, numVertices, numFloats) {
                this.vertices = vertices;
                this.numVertices = numVertices;
                this.numFloats = numFloats;
            }
            return Renderable;
        }());
        ;
        var SkeletonRenderer = (function () {
            function SkeletonRenderer(context, twoColorTint) {
                if (twoColorTint === void 0) { twoColorTint = true; }
                this.premultipliedAlpha = false;
                this.vertexEffect = null;
                this.tempColor = new spine.Color();
                this.tempColor2 = new spine.Color();
                this.vertexSize = 2 + 2 + 4;
                this.twoColorTint = false;
                this.renderable = new Renderable(null, 0, 0);
                this.clipper = new spine.SkeletonClipping();
                this.temp = new spine.Vector2();
                this.temp2 = new spine.Vector2();
                this.temp3 = new spine.Color();
                this.temp4 = new spine.Color();
                this.twoColorTint = twoColorTint;
                if (twoColorTint)
                    this.vertexSize += 4;
                this.vertices = spine.Utils.newFloatArray(this.vertexSize * 1024);
            }
            SkeletonRenderer.prototype.draw = function (batcher, skeleton, slotRangeStart, slotRangeEnd) {
                if (slotRangeStart === void 0) { slotRangeStart = -1; }
                if (slotRangeEnd === void 0) { slotRangeEnd = -1; }
                var clipper = this.clipper;
                var premultipliedAlpha = this.premultipliedAlpha;
                var twoColorTint = this.twoColorTint;
                var blendMode = null;
                var tempPos = this.temp;
                var tempUv = this.temp2;
                var tempLight = this.temp3;
                var tempDark = this.temp4;
                var renderable = this.renderable;
                var uvs = null;
                var triangles = null;
                var drawOrder = skeleton.drawOrder;
                var attachmentColor = null;
                var skeletonColor = skeleton.color;
                var vertexSize = twoColorTint ? 12 : 8;
                var inRange = false;
                if (slotRangeStart == -1)
                    inRange = true;
                for (var i = 0, n = drawOrder.length; i < n; i++) {
                    var clippedVertexSize = clipper.isClipping() ? 2 : vertexSize;
                    var slot = drawOrder[i];
                    if (!slot.bone.active) {
                        clipper.clipEndWithSlot(slot);
                        continue;
                    }
                    if (slotRangeStart >= 0 && slotRangeStart == slot.data.index) {
                        inRange = true;
                    }
                    if (!inRange) {
                        clipper.clipEndWithSlot(slot);
                        continue;
                    }
                    if (slotRangeEnd >= 0 && slotRangeEnd == slot.data.index) {
                        inRange = false;
                    }
                    var attachment = slot.getAttachment();
                    var texture = null;
                    if (attachment instanceof spine.RegionAttachment) {
                        var region = attachment;
                        renderable.vertices = this.vertices;
                        renderable.numVertices = 4;
                        renderable.numFloats = clippedVertexSize << 2;
                        region.computeWorldVertices(slot.bone, renderable.vertices, 0, clippedVertexSize);
                        triangles = SkeletonRenderer.QUAD_TRIANGLES;
                        uvs = region.uvs;
                        texture = region.region.renderObject.texture;
                        attachmentColor = region.color;
                    }
                    else if (attachment instanceof spine.MeshAttachment) {
                        var mesh = attachment;
                        renderable.vertices = this.vertices;
                        renderable.numVertices = (mesh.worldVerticesLength >> 1);
                        renderable.numFloats = renderable.numVertices * clippedVertexSize;
                        if (renderable.numFloats > renderable.vertices.length) {
                            renderable.vertices = this.vertices = spine.Utils.newFloatArray(renderable.numFloats);
                        }
                        mesh.computeWorldVertices(slot, 0, mesh.worldVerticesLength, renderable.vertices, 0, clippedVertexSize);
                        triangles = mesh.triangles;
                        texture = mesh.region.renderObject.texture;
                        uvs = mesh.uvs;
                        attachmentColor = mesh.color;
                    }
                    else if (attachment instanceof spine.ClippingAttachment) {
                        var clip = (attachment);
                        clipper.clipStart(slot, clip);
                        continue;
                    }
                    else {
                        clipper.clipEndWithSlot(slot);
                        continue;
                    }
                    if (texture != null) {
                        var slotColor = slot.color;
                        var finalColor = this.tempColor;
                        finalColor.r = skeletonColor.r * slotColor.r * attachmentColor.r;
                        finalColor.g = skeletonColor.g * slotColor.g * attachmentColor.g;
                        finalColor.b = skeletonColor.b * slotColor.b * attachmentColor.b;
                        finalColor.a = skeletonColor.a * slotColor.a * attachmentColor.a;
                        if (premultipliedAlpha) {
                            finalColor.r *= finalColor.a;
                            finalColor.g *= finalColor.a;
                            finalColor.b *= finalColor.a;
                        }
                        var darkColor = this.tempColor2;
                        if (slot.darkColor == null)
                            darkColor.set(0, 0, 0, 1.0);
                        else {
                            if (premultipliedAlpha) {
                                darkColor.r = slot.darkColor.r * finalColor.a;
                                darkColor.g = slot.darkColor.g * finalColor.a;
                                darkColor.b = slot.darkColor.b * finalColor.a;
                            }
                            else {
                                darkColor.setFromColor(slot.darkColor);
                            }
                            darkColor.a = premultipliedAlpha ? 1.0 : 0.0;
                        }
                        var slotBlendMode = slot.data.blendMode;
                        if (slotBlendMode != blendMode) {
                            blendMode = slotBlendMode;
                            batcher.setBlendMode(webgl.WebGLBlendModeConverter.getSourceGLBlendMode(blendMode, premultipliedAlpha), webgl.WebGLBlendModeConverter.getDestGLBlendMode(blendMode));
                        }
                        if (clipper.isClipping()) {
                            clipper.clipTriangles(renderable.vertices, renderable.numFloats, triangles, triangles.length, uvs, finalColor, darkColor, twoColorTint);
                            var clippedVertices = new Float32Array(clipper.clippedVertices);
                            var clippedTriangles = clipper.clippedTriangles;
                            if (this.vertexEffect != null) {
                                var vertexEffect = this.vertexEffect;
                                var verts = clippedVertices;
                                if (!twoColorTint) {
                                    for (var v = 0, n_3 = clippedVertices.length; v < n_3; v += vertexSize) {
                                        tempPos.x = verts[v];
                                        tempPos.y = verts[v + 1];
                                        tempLight.set(verts[v + 2], verts[v + 3], verts[v + 4], verts[v + 5]);
                                        tempUv.x = verts[v + 6];
                                        tempUv.y = verts[v + 7];
                                        tempDark.set(0, 0, 0, 0);
                                        vertexEffect.transform(tempPos, tempUv, tempLight, tempDark);
                                        verts[v] = tempPos.x;
                                        verts[v + 1] = tempPos.y;
                                        verts[v + 2] = tempLight.r;
                                        verts[v + 3] = tempLight.g;
                                        verts[v + 4] = tempLight.b;
                                        verts[v + 5] = tempLight.a;
                                        verts[v + 6] = tempUv.x;
                                        verts[v + 7] = tempUv.y;
                                    }
                                }
                                else {
                                    for (var v = 0, n_4 = clippedVertices.length; v < n_4; v += vertexSize) {
                                        tempPos.x = verts[v];
                                        tempPos.y = verts[v + 1];
                                        tempLight.set(verts[v + 2], verts[v + 3], verts[v + 4], verts[v + 5]);
                                        tempUv.x = verts[v + 6];
                                        tempUv.y = verts[v + 7];
                                        tempDark.set(verts[v + 8], verts[v + 9], verts[v + 10], verts[v + 11]);
                                        vertexEffect.transform(tempPos, tempUv, tempLight, tempDark);
                                        verts[v] = tempPos.x;
                                        verts[v + 1] = tempPos.y;
                                        verts[v + 2] = tempLight.r;
                                        verts[v + 3] = tempLight.g;
                                        verts[v + 4] = tempLight.b;
                                        verts[v + 5] = tempLight.a;
                                        verts[v + 6] = tempUv.x;
                                        verts[v + 7] = tempUv.y;
                                        verts[v + 8] = tempDark.r;
                                        verts[v + 9] = tempDark.g;
                                        verts[v + 10] = tempDark.b;
                                        verts[v + 11] = tempDark.a;
                                    }
                                }
                            }
                            batcher.draw(texture, clippedVertices, clippedTriangles);
                        }
                        else {
                            var verts = renderable.vertices;
                            if (this.vertexEffect != null) {
                                var vertexEffect = this.vertexEffect;
                                if (!twoColorTint) {
                                    for (var v = 0, u = 0, n_5 = renderable.numFloats; v < n_5; v += vertexSize, u += 2) {
                                        tempPos.x = verts[v];
                                        tempPos.y = verts[v + 1];
                                        tempUv.x = uvs[u];
                                        tempUv.y = uvs[u + 1];
                                        tempLight.setFromColor(finalColor);
                                        tempDark.set(0, 0, 0, 0);
                                        vertexEffect.transform(tempPos, tempUv, tempLight, tempDark);
                                        verts[v] = tempPos.x;
                                        verts[v + 1] = tempPos.y;
                                        verts[v + 2] = tempLight.r;
                                        verts[v + 3] = tempLight.g;
                                        verts[v + 4] = tempLight.b;
                                        verts[v + 5] = tempLight.a;
                                        verts[v + 6] = tempUv.x;
                                        verts[v + 7] = tempUv.y;
                                    }
                                }
                                else {
                                    for (var v = 0, u = 0, n_6 = renderable.numFloats; v < n_6; v += vertexSize, u += 2) {
                                        tempPos.x = verts[v];
                                        tempPos.y = verts[v + 1];
                                        tempUv.x = uvs[u];
                                        tempUv.y = uvs[u + 1];
                                        tempLight.setFromColor(finalColor);
                                        tempDark.setFromColor(darkColor);
                                        vertexEffect.transform(tempPos, tempUv, tempLight, tempDark);
                                        verts[v] = tempPos.x;
                                        verts[v + 1] = tempPos.y;
                                        verts[v + 2] = tempLight.r;
                                        verts[v + 3] = tempLight.g;
                                        verts[v + 4] = tempLight.b;
                                        verts[v + 5] = tempLight.a;
                                        verts[v + 6] = tempUv.x;
                                        verts[v + 7] = tempUv.y;
                                        verts[v + 8] = tempDark.r;
                                        verts[v + 9] = tempDark.g;
                                        verts[v + 10] = tempDark.b;
                                        verts[v + 11] = tempDark.a;
                                    }
                                }
                            }
                            else {
                                if (!twoColorTint) {
                                    for (var v = 2, u = 0, n_7 = renderable.numFloats; v < n_7; v += vertexSize, u += 2) {
                                        verts[v] = finalColor.r;
                                        verts[v + 1] = finalColor.g;
                                        verts[v + 2] = finalColor.b;
                                        verts[v + 3] = finalColor.a;
                                        verts[v + 4] = uvs[u];
                                        verts[v + 5] = uvs[u + 1];
                                    }
                                }
                                else {
                                    for (var v = 2, u = 0, n_8 = renderable.numFloats; v < n_8; v += vertexSize, u += 2) {
                                        verts[v] = finalColor.r;
                                        verts[v + 1] = finalColor.g;
                                        verts[v + 2] = finalColor.b;
                                        verts[v + 3] = finalColor.a;
                                        verts[v + 4] = uvs[u];
                                        verts[v + 5] = uvs[u + 1];
                                        verts[v + 6] = darkColor.r;
                                        verts[v + 7] = darkColor.g;
                                        verts[v + 8] = darkColor.b;
                                        verts[v + 9] = darkColor.a;
                                    }
                                }
                            }
                            var view = renderable.vertices.subarray(0, renderable.numFloats);
                            batcher.draw(texture, view, triangles);
                        }
                    }
                    clipper.clipEndWithSlot(slot);
                }
                clipper.clipEnd();
            };
            SkeletonRenderer.QUAD_TRIANGLES = [0, 1, 2, 2, 3, 0];
            return SkeletonRenderer;
        }());
        webgl.SkeletonRenderer = SkeletonRenderer;
    })(webgl = spine.webgl || (spine.webgl = {}));
})(spine || (spine = {}));
var spine;
(function (spine) {
    var webgl;
    (function (webgl) {
        var Vector3 = (function () {
            function Vector3(x, y, z) {
                if (x === void 0) { x = 0; }
                if (y === void 0) { y = 0; }
                if (z === void 0) { z = 0; }
                this.x = 0;
                this.y = 0;
                this.z = 0;
                this.x = x;
                this.y = y;
                this.z = z;
            }
            Vector3.prototype.setFrom = function (v) {
                this.x = v.x;
                this.y = v.y;
                this.z = v.z;
                return this;
            };
            Vector3.prototype.set = function (x, y, z) {
                this.x = x;
                this.y = y;
                this.z = z;
                return this;
            };
            Vector3.prototype.add = function (v) {
                this.x += v.x;
                this.y += v.y;
                this.z += v.z;
                return this;
            };
            Vector3.prototype.sub = function (v) {
                this.x -= v.x;
                this.y -= v.y;
                this.z -= v.z;
                return this;
            };
            Vector3.prototype.scale = function (s) {
                this.x *= s;
                this.y *= s;
                this.z *= s;
                return this;
            };
            Vector3.prototype.normalize = function () {
                var len = this.length();
                if (len == 0)
                    return this;
                len = 1 / len;
                this.x *= len;
                this.y *= len;
                this.z *= len;
                return this;
            };
            Vector3.prototype.cross = function (v) {
                return this.set(this.y * v.z - this.z * v.y, this.z * v.x - this.x * v.z, this.x * v.y - this.y * v.x);
            };
            Vector3.prototype.multiply = function (matrix) {
                var l_mat = matrix.values;
                return this.set(this.x * l_mat[webgl.M00] + this.y * l_mat[webgl.M01] + this.z * l_mat[webgl.M02] + l_mat[webgl.M03], this.x * l_mat[webgl.M10] + this.y * l_mat[webgl.M11] + this.z * l_mat[webgl.M12] + l_mat[webgl.M13], this.x * l_mat[webgl.M20] + this.y * l_mat[webgl.M21] + this.z * l_mat[webgl.M22] + l_mat[webgl.M23]);
            };
            Vector3.prototype.project = function (matrix) {
                var l_mat = matrix.values;
                var l_w = 1 / (this.x * l_mat[webgl.M30] + this.y * l_mat[webgl.M31] + this.z * l_mat[webgl.M32] + l_mat[webgl.M33]);
                return this.set((this.x * l_mat[webgl.M00] + this.y * l_mat[webgl.M01] + this.z * l_mat[webgl.M02] + l_mat[webgl.M03]) * l_w, (this.x * l_mat[webgl.M10] + this.y * l_mat[webgl.M11] + this.z * l_mat[webgl.M12] + l_mat[webgl.M13]) * l_w, (this.x * l_mat[webgl.M20] + this.y * l_mat[webgl.M21] + this.z * l_mat[webgl.M22] + l_mat[webgl.M23]) * l_w);
            };
            Vector3.prototype.dot = function (v) {
                return this.x * v.x + this.y * v.y + this.z * v.z;
            };
            Vector3.prototype.length = function () {
                return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z);
            };
            Vector3.prototype.distance = function (v) {
                var a = v.x - this.x;
                var b = v.y - this.y;
                var c = v.z - this.z;
                return Math.sqrt(a * a + b * b + c * c);
            };
            return Vector3;
        }());
        webgl.Vector3 = Vector3;
    })(webgl = spine.webgl || (spine.webgl = {}));
})(spine || (spine = {}));
var spine;
(function (spine) {
    var webgl;
    (function (webgl) {
        var ManagedWebGLRenderingContext = (function () {
            function ManagedWebGLRenderingContext(canvasOrContext, contextConfig) {
                var _this = this;
                if (contextConfig === void 0) { contextConfig = { alpha: "true" }; }
                this.restorables = new Array();
                if (canvasOrContext instanceof HTMLCanvasElement) {
                    var canvas = canvasOrContext;
                    this.gl = (canvas.getContext("webgl2", contextConfig) || canvas.getContext("webgl", contextConfig));
                    this.canvas = canvas;
                    canvas.addEventListener("webglcontextlost", function (e) {
                        var event = e;
                        if (e) {
                            e.preventDefault();
                        }
                    });
                    canvas.addEventListener("webglcontextrestored", function (e) {
                        for (var i = 0, n = _this.restorables.length; i < n; i++) {
                            _this.restorables[i].restore();
                        }
                    });
                }
                else {
                    this.gl = canvasOrContext;
                    this.canvas = this.gl.canvas;
                }
            }
            ManagedWebGLRenderingContext.prototype.addRestorable = function (restorable) {
                this.restorables.push(restorable);
            };
            ManagedWebGLRenderingContext.prototype.removeRestorable = function (restorable) {
                var index = this.restorables.indexOf(restorable);
                if (index > -1)
                    this.restorables.splice(index, 1);
            };
            return ManagedWebGLRenderingContext;
        }());
        webgl.ManagedWebGLRenderingContext = ManagedWebGLRenderingContext;
        var WebGLBlendModeConverter = (function () {
            function WebGLBlendModeConverter() {
            }
            WebGLBlendModeConverter.getDestGLBlendMode = function (blendMode) {
                switch (blendMode) {
                    case spine.BlendMode.Normal: return WebGLBlendModeConverter.ONE_MINUS_SRC_ALPHA;
                    case spine.BlendMode.Additive: return WebGLBlendModeConverter.ONE;
                    case spine.BlendMode.Multiply: return WebGLBlendModeConverter.ONE_MINUS_SRC_ALPHA;
                    case spine.BlendMode.Screen: return WebGLBlendModeConverter.ONE_MINUS_SRC_ALPHA;
                    default: throw new Error("Unknown blend mode: " + blendMode);
                }
            };
            WebGLBlendModeConverter.getSourceGLBlendMode = function (blendMode, premultipliedAlpha) {
                if (premultipliedAlpha === void 0) { premultipliedAlpha = false; }
                switch (blendMode) {
                    case spine.BlendMode.Normal: return premultipliedAlpha ? WebGLBlendModeConverter.ONE : WebGLBlendModeConverter.SRC_ALPHA;
                    case spine.BlendMode.Additive: return premultipliedAlpha ? WebGLBlendModeConverter.ONE : WebGLBlendModeConverter.SRC_ALPHA;
                    case spine.BlendMode.Multiply: return WebGLBlendModeConverter.DST_COLOR;
                    case spine.BlendMode.Screen: return WebGLBlendModeConverter.ONE;
                    default: throw new Error("Unknown blend mode: " + blendMode);
                }
            };
            WebGLBlendModeConverter.ZERO = 0;
            WebGLBlendModeConverter.ONE = 1;
            WebGLBlendModeConverter.SRC_COLOR = 0x0300;
            WebGLBlendModeConverter.ONE_MINUS_SRC_COLOR = 0x0301;
            WebGLBlendModeConverter.SRC_ALPHA = 0x0302;
            WebGLBlendModeConverter.ONE_MINUS_SRC_ALPHA = 0x0303;
            WebGLBlendModeConverter.DST_ALPHA = 0x0304;
            WebGLBlendModeConverter.ONE_MINUS_DST_ALPHA = 0x0305;
            WebGLBlendModeConverter.DST_COLOR = 0x0306;
            return WebGLBlendModeConverter;
        }());
        webgl.WebGLBlendModeConverter = WebGLBlendModeConverter;
    })(webgl = spine.webgl || (spine.webgl = {}));
})(spine || (spine = {}));
//# sourceMappingURL=spine-webgl.js.map

/*** EXPORTS FROM exports-loader ***/
module.exports = spine;
}.call(window));

/***/ }),
/* 167 */
/***/ (function(module, exports, __webpack_require__) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2018 Photon Storm Ltd.
 * @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
 */

var Class = __webpack_require__(0);
var GetFastValue = __webpack_require__(3);
var ImageFile = __webpack_require__(168);
var IsPlainObject = __webpack_require__(2);
var JSONFile = __webpack_require__(182);
var MultiFile = __webpack_require__(183);
var TextFile = __webpack_require__(184);

/**
 * @typedef {object} Phaser.Loader.FileTypes.SpineFileConfig
 *
 * @property {string} key - The key of the file. Must be unique within both the Loader and the Texture Manager.
 * @property {string} [textureURL] - The absolute or relative URL to load the texture image file from.
 * @property {string} [textureExtension='png'] - The default file extension to use for the image texture if no url is provided.
 * @property {XHRSettingsObject} [textureXhrSettings] - Extra XHR Settings specifically for the texture image file.
 * @property {string} [normalMap] - The filename of an associated normal map. It uses the same path and url to load as the texture image.
 * @property {string} [atlasURL] - The absolute or relative URL to load the atlas data file from.
 * @property {string} [atlasExtension='txt'] - The default file extension to use for the atlas data if no url is provided.
 * @property {XHRSettingsObject} [atlasXhrSettings] - Extra XHR Settings specifically for the atlas data file.
 */

/**
 * @classdesc
 * A Spine File suitable for loading by the Loader.
 *
 * These are created when you use the Phaser.Loader.LoaderPlugin#spine method and are not typically created directly.
 * 
 * For documentation about what all the arguments and configuration options mean please see Phaser.Loader.LoaderPlugin#spine.
 *
 * @class SpineFile
 * @extends Phaser.Loader.MultiFile
 * @memberof Phaser.Loader.FileTypes
 * @constructor
 *
 * @param {Phaser.Loader.LoaderPlugin} loader - A reference to the Loader that is responsible for this file.
 * @param {(string|Phaser.Loader.FileTypes.SpineFileConfig)} key - The key to use for this file, or a file configuration object.
 * @param {string|string[]} [jsonURL] - The absolute or relative URL to load the JSON file from. If undefined or `null` it will be set to `<key>.json`, i.e. if `key` was "alien" then the URL will be "alien.json".
 * @param {string} [atlasURL] - The absolute or relative URL to load the texture atlas data file from. If undefined or `null` it will be set to `<key>.txt`, i.e. if `key` was "alien" then the URL will be "alien.txt".
 * @param {boolean} [preMultipliedAlpha=false] - Do the textures contain pre-multiplied alpha or not?
 * @param {XHRSettingsObject} [jsonXhrSettings] - An XHR Settings configuration object for the json file. Used in replacement of the Loaders default XHR Settings.
 * @param {XHRSettingsObject} [atlasXhrSettings] - An XHR Settings configuration object for the atlas data file. Used in replacement of the Loaders default XHR Settings.
 */
var SpineFile = new Class({

    Extends: MultiFile,

    initialize:

    function SpineFile (loader, key, jsonURL, atlasURL, preMultipliedAlpha, jsonXhrSettings, atlasXhrSettings)
    {
        var i;
        var json;
        var atlas;
        var files = [];
        var cache = loader.cacheManager.custom.spine;

        //  atlas can be an array of atlas files, not just a single one

        if (IsPlainObject(key))
        {
            var config = key;

            key = GetFastValue(config, 'key');

            json = new JSONFile(loader, {
                key: key,
                url: GetFastValue(config, 'jsonURL'),
                extension: GetFastValue(config, 'jsonExtension', 'json'),
                xhrSettings: GetFastValue(config, 'jsonXhrSettings')
            });

            atlasURL = GetFastValue(config, 'atlasURL');
            preMultipliedAlpha = GetFastValue(config, 'preMultipliedAlpha');

            if (!Array.isArray(atlasURL))
            {
                atlasURL = [ atlasURL ];
            }

            for (i = 0; i < atlasURL.length; i++)
            {
                atlas = new TextFile(loader, {
                    key: key,
                    url: atlasURL[i],
                    extension: GetFastValue(config, 'atlasExtension', 'atlas'),
                    xhrSettings: GetFastValue(config, 'atlasXhrSettings')
                });

                atlas.cache = cache;

                files.push(atlas);
            }
        }
        else
        {
            json = new JSONFile(loader, key, jsonURL, jsonXhrSettings);

            if (!Array.isArray(atlasURL))
            {
                atlasURL = [ atlasURL ];
            }

            for (i = 0; i < atlasURL.length; i++)
            {
                atlas = new TextFile(loader, key + '_' + i, atlasURL[i], atlasXhrSettings);
                atlas.cache = cache;

                files.push(atlas);
            }
        }

        files.unshift(json);

        MultiFile.call(this, loader, 'spine', key, files);

        this.config.preMultipliedAlpha = preMultipliedAlpha;
    },

    /**
     * Called by each File when it finishes loading.
     *
     * @method Phaser.Loader.FileTypes.SpineFile#onFileComplete
     * @since 3.19.0
     *
     * @param {Phaser.Loader.File} file - The File that has completed processing.
     */
    onFileComplete: function (file)
    {
        var index = this.files.indexOf(file);

        if (index !== -1)
        {
            this.pending--;

            if (file.type === 'text')
            {
                //  Inspect the data for the files to now load
                var content = file.data.split('\n');

                //  Extract the textures
                var textures = [];

                for (var t = 0; t < content.length; t++)
                {
                    var line = content[t];

                    if (line.trim() === '' && t < content.length - 1)
                    {
                        line = content[t + 1];

                        textures.push(line);
                    }
                }

                var config = this.config;
                var loader = this.loader;

                var currentBaseURL = loader.baseURL;
                var currentPath = loader.path;
                var currentPrefix = loader.prefix;

                var baseURL = GetFastValue(config, 'baseURL', this.baseURL);
                var path = GetFastValue(config, 'path', this.path);
                var prefix = GetFastValue(config, 'prefix', this.prefix);
                var textureXhrSettings = GetFastValue(config, 'textureXhrSettings');

                loader.setBaseURL(baseURL);
                loader.setPath(path);
                loader.setPrefix(prefix);

                for (var i = 0; i < textures.length; i++)
                {
                    var textureURL = textures[i];

                    var key = 'SP' + this.multiKeyIndex + '_' + textureURL;

                    var image = new ImageFile(loader, key, textureURL, textureXhrSettings);

                    this.addToMultiFile(image);

                    loader.addFile(image);
                }

                //  Reset the loader settings
                loader.setBaseURL(currentBaseURL);
                loader.setPath(currentPath);
                loader.setPrefix(currentPrefix);
            }
        }
    },

    /**
     * Adds this file to its target cache upon successful loading and processing.
     *
     * @method Phaser.Loader.FileTypes.SpineFile#addToCache
     * @since 3.19.0
     */
    addToCache: function ()
    {
        if (this.isReadyToProcess())
        {
            var fileJSON = this.files[0];

            fileJSON.addToCache();

            var atlasCache;
            var atlasKey = '';
            var combinedAtlasData = '';
            var preMultipliedAlpha = (this.config.preMultipliedAlpha) ? true : false;

            for (var i = 1; i < this.files.length; i++)
            {
                var file = this.files[i];

                if (file.type === 'text')
                {
                    atlasKey = file.key.substr(0, file.key.length - 2);

                    atlasCache = file.cache;

                    combinedAtlasData = combinedAtlasData.concat(file.data);
                }
                else
                {
                    var src = file.key.trim();
                    var pos = src.indexOf('_');
                    var key = src.substr(pos + 1);
       
                    this.loader.textureManager.addImage(key, file.data);
                }

                file.pendingDestroy();
            }

            atlasCache.add(atlasKey, { preMultipliedAlpha: preMultipliedAlpha, data: combinedAtlasData });

            this.complete = true;
        }
    }

});

module.exports = SpineFile;


/***/ }),
/* 168 */
/***/ (function(module, exports, __webpack_require__) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

var Class = __webpack_require__(0);
var CONST = __webpack_require__(6);
var File = __webpack_require__(12);
var FileTypesManager = __webpack_require__(13);
var GetFastValue = __webpack_require__(3);
var IsPlainObject = __webpack_require__(2);

/**
 * @classdesc
 * A single Image File suitable for loading by the Loader.
 *
 * These are created when you use the Phaser.Loader.LoaderPlugin#image method and are not typically created directly.
 * 
 * For documentation about what all the arguments and configuration options mean please see Phaser.Loader.LoaderPlugin#image.
 *
 * @class ImageFile
 * @extends Phaser.Loader.File
 * @memberof Phaser.Loader.FileTypes
 * @constructor
 * @since 3.0.0
 *
 * @param {Phaser.Loader.LoaderPlugin} loader - A reference to the Loader that is responsible for this file.
 * @param {(string|Phaser.Types.Loader.FileTypes.ImageFileConfig)} key - The key to use for this file, or a file configuration object.
 * @param {string|string[]} [url] - The absolute or relative URL to load this file from. If undefined or `null` it will be set to `<key>.png`, i.e. if `key` was "alien" then the URL will be "alien.png".
 * @param {Phaser.Types.Loader.XHRSettingsObject} [xhrSettings] - Extra XHR Settings specifically for this file.
 * @param {Phaser.Types.Loader.FileTypes.ImageFrameConfig} [frameConfig] - The frame configuration object. Only provided for, and used by, Sprite Sheets.
 */
var ImageFile = new Class({

    Extends: File,

    initialize:

    function ImageFile (loader, key, url, xhrSettings, frameConfig)
    {
        var extension = 'png';
        var normalMapURL;

        if (IsPlainObject(key))
        {
            var config = key;

            key = GetFastValue(config, 'key');
            url = GetFastValue(config, 'url');
            normalMapURL = GetFastValue(config, 'normalMap');
            xhrSettings = GetFastValue(config, 'xhrSettings');
            extension = GetFastValue(config, 'extension', extension);
            frameConfig = GetFastValue(config, 'frameConfig');
        }

        if (Array.isArray(url))
        {
            normalMapURL = url[1];
            url = url[0];
        }

        var fileConfig = {
            type: 'image',
            cache: loader.textureManager,
            extension: extension,
            responseType: 'blob',
            key: key,
            url: url,
            xhrSettings: xhrSettings,
            config: frameConfig
        };

        File.call(this, loader, fileConfig);

        //  Do we have a normal map to load as well?
        if (normalMapURL)
        {
            var normalMap = new ImageFile(loader, this.key, normalMapURL, xhrSettings, frameConfig);

            normalMap.type = 'normalMap';

            this.setLink(normalMap);

            loader.addFile(normalMap);
        }
    },

    /**
     * Called automatically by Loader.nextFile.
     * This method controls what extra work this File does with its loaded data.
     *
     * @method Phaser.Loader.FileTypes.ImageFile#onProcess
     * @since 3.7.0
     */
    onProcess: function ()
    {
        this.state = CONST.FILE_PROCESSING;

        this.data = new Image();

        this.data.crossOrigin = this.crossOrigin;

        var _this = this;

        this.data.onload = function ()
        {
            File.revokeObjectURL(_this.data);

            _this.onProcessComplete();
        };

        this.data.onerror = function ()
        {
            File.revokeObjectURL(_this.data);

            _this.onProcessError();
        };

        File.createObjectURL(this.data, this.xhrLoader.response, 'image/png');
    },

    /**
     * Adds this file to its target cache upon successful loading and processing.
     *
     * @method Phaser.Loader.FileTypes.ImageFile#addToCache
     * @since 3.7.0
     */
    addToCache: function ()
    {
        var texture;
        var linkFile = this.linkFile;

        if (linkFile && linkFile.state === CONST.FILE_COMPLETE)
        {
            if (this.type === 'image')
            {
                texture = this.cache.addImage(this.key, this.data, linkFile.data);
            }
            else
            {
                texture = this.cache.addImage(linkFile.key, linkFile.data, this.data);
            }

            this.pendingDestroy(texture);

            linkFile.pendingDestroy(texture);
        }
        else if (!linkFile)
        {
            texture = this.cache.addImage(this.key, this.data);

            this.pendingDestroy(texture);
        }
    }

});

/**
 * Adds an Image, or array of Images, to the current load queue.
 *
 * You can call this method from within your Scene's `preload`, along with any other files you wish to load:
 * 
 * ```javascript
 * function preload ()
 * {
 *     this.load.image('logo', 'images/phaserLogo.png');
 * }
 * ```
 *
 * The file is **not** loaded right away. It is added to a queue ready to be loaded either when the loader starts,
 * or if it's already running, when the next free load slot becomes available. This happens automatically if you
 * are calling this from within the Scene's `preload` method, or a related callback. Because the file is queued
 * it means you cannot use the file immediately after calling this method, but must wait for the file to complete.
 * The typical flow for a Phaser Scene is that you load assets in the Scene's `preload` method and then when the
 * Scene's `create` method is called you are guaranteed that all of those assets are ready for use and have been
 * loaded.
 * 
 * Phaser can load all common image types: png, jpg, gif and any other format the browser can natively handle.
 * If you try to load an animated gif only the first frame will be rendered. Browsers do not natively support playback
 * of animated gifs to Canvas elements.
 *
 * The key must be a unique String. It is used to add the file to the global Texture Manager upon a successful load.
 * The key should be unique both in terms of files being loaded and files already present in the Texture Manager.
 * Loading a file using a key that is already taken will result in a warning. If you wish to replace an existing file
 * then remove it from the Texture Manager first, before loading a new one.
 *
 * Instead of passing arguments you can pass a configuration object, such as:
 * 
 * ```javascript
 * this.load.image({
 *     key: 'logo',
 *     url: 'images/AtariLogo.png'
 * });
 * ```
 *
 * See the documentation for `Phaser.Types.Loader.FileTypes.ImageFileConfig` for more details.
 *
 * Once the file has finished loading you can use it as a texture for a Game Object by referencing its key:
 * 
 * ```javascript
 * this.load.image('logo', 'images/AtariLogo.png');
 * // and later in your game ...
 * this.add.image(x, y, 'logo');
 * ```
 *
 * If you have specified a prefix in the loader, via `Loader.setPrefix` then this value will be prepended to this files
 * key. For example, if the prefix was `MENU.` and the key was `Background` the final key will be `MENU.Background` and
 * this is what you would use to retrieve the image from the Texture Manager.
 *
 * The URL can be relative or absolute. If the URL is relative the `Loader.baseURL` and `Loader.path` values will be prepended to it.
 *
 * If the URL isn't specified the Loader will take the key and create a filename from that. For example if the key is "alien"
 * and no URL is given then the Loader will set the URL to be "alien.png". It will always add `.png` as the extension, although
 * this can be overridden if using an object instead of method arguments. If you do not desire this action then provide a URL.
 *
 * Phaser also supports the automatic loading of associated normal maps. If you have a normal map to go with this image,
 * then you can specify it by providing an array as the `url` where the second element is the normal map:
 * 
 * ```javascript
 * this.load.image('logo', [ 'images/AtariLogo.png', 'images/AtariLogo-n.png' ]);
 * ```
 *
 * Or, if you are using a config object use the `normalMap` property:
 * 
 * ```javascript
 * this.load.image({
 *     key: 'logo',
 *     url: 'images/AtariLogo.png',
 *     normalMap: 'images/AtariLogo-n.png'
 * });
 * ```
 *
 * The normal map file is subject to the same conditions as the image file with regard to the path, baseURL, CORs and XHR Settings.
 * Normal maps are a WebGL only feature.
 *
 * Note: The ability to load this type of file will only be available if the Image File type has been built into Phaser.
 * It is available in the default build but can be excluded from custom builds.
 *
 * @method Phaser.Loader.LoaderPlugin#image
 * @fires Phaser.Loader.LoaderPlugin#addFileEvent
 * @since 3.0.0
 *
 * @param {(string|Phaser.Types.Loader.FileTypes.ImageFileConfig|Phaser.Types.Loader.FileTypes.ImageFileConfig[])} key - The key to use for this file, or a file configuration object, or array of them.
 * @param {string|string[]} [url] - The absolute or relative URL to load this file from. If undefined or `null` it will be set to `<key>.png`, i.e. if `key` was "alien" then the URL will be "alien.png".
 * @param {Phaser.Types.Loader.XHRSettingsObject} [xhrSettings] - An XHR Settings configuration object. Used in replacement of the Loaders default XHR Settings.
 *
 * @return {Phaser.Loader.LoaderPlugin} The Loader instance.
 */
FileTypesManager.register('image', function (key, url, xhrSettings)
{
    if (Array.isArray(key))
    {
        for (var i = 0; i < key.length; i++)
        {
            //  If it's an array it has to be an array of Objects, so we get everything out of the 'key' object
            this.addFile(new ImageFile(this, key[i]));
        }
    }
    else
    {
        this.addFile(new ImageFile(this, key, url, xhrSettings));
    }

    return this;
});

module.exports = ImageFile;


/***/ }),
/* 169 */
/***/ (function(module, exports, __webpack_require__) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * @namespace Phaser.Loader.Events
 */

module.exports = {

    ADD: __webpack_require__(170),
    COMPLETE: __webpack_require__(171),
    FILE_COMPLETE: __webpack_require__(172),
    FILE_KEY_COMPLETE: __webpack_require__(173),
    FILE_LOAD_ERROR: __webpack_require__(174),
    FILE_LOAD: __webpack_require__(175),
    FILE_PROGRESS: __webpack_require__(176),
    POST_PROCESS: __webpack_require__(177),
    PROGRESS: __webpack_require__(178),
    START: __webpack_require__(179)

};


/***/ }),
/* 170 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * The Loader Plugin Add File Event.
 * 
 * This event is dispatched when a new file is successfully added to the Loader and placed into the load queue.
 * 
 * Listen to it from a Scene using: `this.load.on('addfile', listener)`.
 * 
 * If you add lots of files to a Loader from a `preload` method, it will dispatch this event for each one of them.
 *
 * @event Phaser.Loader.Events#ADD
 * @since 3.0.0
 * 
 * @param {string} key - The unique key of the file that was added to the Loader.
 * @param {string} type - The [file type]{@link Phaser.Loader.File#type} string of the file that was added to the Loader, i.e. `image`.
 * @param {Phaser.Loader.LoaderPlugin} loader - A reference to the Loader Plugin that dispatched this event.
 * @param {Phaser.Loader.File} file - A reference to the File which was added to the Loader.
 */
module.exports = 'addfile';


/***/ }),
/* 171 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * The Loader Plugin Complete Event.
 * 
 * This event is dispatched when the Loader has fully processed everything in the load queue.
 * By this point every loaded file will now be in its associated cache and ready for use.
 * 
 * Listen to it from a Scene using: `this.load.on('complete', listener)`.
 *
 * @event Phaser.Loader.Events#COMPLETE
 * @since 3.0.0
 * 
 * @param {Phaser.Loader.LoaderPlugin} loader - A reference to the Loader Plugin that dispatched this event.
 * @param {integer} totalComplete - The total number of files that successfully loaded.
 * @param {integer} totalFailed - The total number of files that failed to load.
 */
module.exports = 'complete';


/***/ }),
/* 172 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * The File Load Complete Event.
 * 
 * This event is dispatched by the Loader Plugin when any file in the queue finishes loading.
 * 
 * Listen to it from a Scene using: `this.load.on('filecomplete', listener)`.
 * 
 * You can also listen for the completion of a specific file. See the [FILE_KEY_COMPLETE]{@linkcode Phaser.Loader.Events#event:FILE_KEY_COMPLETE} event.
 *
 * @event Phaser.Loader.Events#FILE_COMPLETE
 * @since 3.0.0
 * 
 * @param {string} key - The key of the file that just loaded and finished processing.
 * @param {string} type - The [file type]{@link Phaser.Loader.File#type} of the file that just loaded, i.e. `image`.
 * @param {any} data - The raw data the file contained.
 */
module.exports = 'filecomplete';


/***/ }),
/* 173 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * The File Load Complete Event.
 * 
 * This event is dispatched by the Loader Plugin when any file in the queue finishes loading.
 * 
 * It uses a special dynamic event name constructed from the key and type of the file.
 * 
 * For example, if you have loaded an `image` with a key of `monster`, you can listen for it
 * using the following:
 *
 * ```javascript
 * this.load.on('filecomplete-image-monster', function (key, type, data) {
 *     // Your handler code
 * });
 * ```
 *
 * Or, if you have loaded a texture `atlas` with a key of `Level1`:
 * 
 * ```javascript
 * this.load.on('filecomplete-atlas-Level1', function (key, type, data) {
 *     // Your handler code
 * });
 * ```
 * 
 * Or, if you have loaded a sprite sheet with a key of `Explosion` and a prefix of `GAMEOVER`:
 * 
 * ```javascript
 * this.load.on('filecomplete-spritesheet-GAMEOVERExplosion', function (key, type, data) {
 *     // Your handler code
 * });
 * ```
 * 
 * You can also listen for the generic completion of files. See the [FILE_COMPLETE]{@linkcode Phaser.Loader.Events#event:FILE_COMPLETE} event.
 *
 * @event Phaser.Loader.Events#FILE_KEY_COMPLETE
 * @since 3.0.0
 * 
 * @param {string} key - The key of the file that just loaded and finished processing.
 * @param {string} type - The [file type]{@link Phaser.Loader.File#type} of the file that just loaded, i.e. `image`.
 * @param {any} data - The raw data the file contained.
 */
module.exports = 'filecomplete-';


/***/ }),
/* 174 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * The File Load Error Event.
 * 
 * This event is dispatched by the Loader Plugin when a file fails to load.
 * 
 * Listen to it from a Scene using: `this.load.on('loaderror', listener)`.
 *
 * @event Phaser.Loader.Events#FILE_LOAD_ERROR
 * @since 3.0.0
 * 
 * @param {Phaser.Loader.File} file - A reference to the File which errored during load.
 */
module.exports = 'loaderror';


/***/ }),
/* 175 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * The File Load Event.
 * 
 * This event is dispatched by the Loader Plugin when a file finishes loading,
 * but _before_ it is processed and added to the internal Phaser caches.
 * 
 * Listen to it from a Scene using: `this.load.on('load', listener)`.
 *
 * @event Phaser.Loader.Events#FILE_LOAD
 * @since 3.0.0
 * 
 * @param {Phaser.Loader.File} file - A reference to the File which just finished loading.
 */
module.exports = 'load';


/***/ }),
/* 176 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * The File Load Progress Event.
 * 
 * This event is dispatched by the Loader Plugin during the load of a file, if the browser receives a DOM ProgressEvent and
 * the `lengthComputable` event property is true. Depending on the size of the file and browser in use, this may, or may not happen.
 * 
 * Listen to it from a Scene using: `this.load.on('fileprogress', listener)`.
 *
 * @event Phaser.Loader.Events#FILE_PROGRESS
 * @since 3.0.0
 * 
 * @param {Phaser.Loader.File} file - A reference to the File which errored during load.
 * @param {number} percentComplete - A value between 0 and 1 indicating how 'complete' this file is.
 */
module.exports = 'fileprogress';


/***/ }),
/* 177 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * The Loader Plugin Post Process Event.
 * 
 * This event is dispatched by the Loader Plugin when the Loader has finished loading everything in the load queue.
 * It is dispatched before the internal lists are cleared and each File is destroyed.
 * 
 * Use this hook to perform any last minute processing of files that can only happen once the
 * Loader has completed, but prior to it emitting the `complete` event.
 * 
 * Listen to it from a Scene using: `this.load.on('postprocess', listener)`.
 *
 * @event Phaser.Loader.Events#POST_PROCESS
 * @since 3.0.0
 * 
 * @param {Phaser.Loader.LoaderPlugin} loader - A reference to the Loader Plugin that dispatched this event.
 */
module.exports = 'postprocess';


/***/ }),
/* 178 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * The Loader Plugin Progress Event.
 * 
 * This event is dispatched when the Loader updates its load progress, typically as a result of a file having completed loading.
 * 
 * Listen to it from a Scene using: `this.load.on('progress', listener)`.
 *
 * @event Phaser.Loader.Events#PROGRESS
 * @since 3.0.0
 * 
 * @param {number} progress - The current progress of the load. A value between 0 and 1.
 */
module.exports = 'progress';


/***/ }),
/* 179 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * The Loader Plugin Start Event.
 * 
 * This event is dispatched when the Loader starts running. At this point load progress is zero.
 * 
 * This event is dispatched even if there aren't any files in the load queue.
 * 
 * Listen to it from a Scene using: `this.load.on('start', listener)`.
 *
 * @event Phaser.Loader.Events#START
 * @since 3.0.0
 * 
 * @param {Phaser.Loader.LoaderPlugin} loader - A reference to the Loader Plugin that dispatched this event.
 */
module.exports = 'start';


/***/ }),
/* 180 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * Given a File and a baseURL value this returns the URL the File will use to download from.
 *
 * @function Phaser.Loader.GetURL
 * @since 3.0.0
 *
 * @param {Phaser.Loader.File} file - The File object.
 * @param {string} baseURL - A default base URL.
 *
 * @return {string} The URL the File will use.
 */
var GetURL = function (file, baseURL)
{
    if (!file.url)
    {
        return false;
    }

    if (file.url.match(/^(?:blob:|data:|http:\/\/|https:\/\/|\/\/)/))
    {
        return file.url;
    }
    else
    {
        return baseURL + file.url;
    }
};

module.exports = GetURL;


/***/ }),
/* 181 */
/***/ (function(module, exports, __webpack_require__) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

var MergeXHRSettings = __webpack_require__(29);

/**
 * Creates a new XMLHttpRequest (xhr) object based on the given File and XHRSettings
 * and starts the download of it. It uses the Files own XHRSettings and merges them
 * with the global XHRSettings object to set the xhr values before download.
 *
 * @function Phaser.Loader.XHRLoader
 * @since 3.0.0
 *
 * @param {Phaser.Loader.File} file - The File to download.
 * @param {Phaser.Types.Loader.XHRSettingsObject} globalXHRSettings - The global XHRSettings object.
 *
 * @return {XMLHttpRequest} The XHR object.
 */
var XHRLoader = function (file, globalXHRSettings)
{
    var config = MergeXHRSettings(globalXHRSettings, file.xhrSettings);

    var xhr = new XMLHttpRequest();

    xhr.open('GET', file.src, config.async, config.user, config.password);

    xhr.responseType = file.xhrSettings.responseType;
    xhr.timeout = config.timeout;

    if (config.header && config.headerValue)
    {
        xhr.setRequestHeader(config.header, config.headerValue);
    }

    if (config.requestedWith)
    {
        xhr.setRequestHeader('X-Requested-With', config.requestedWith);
    }

    if (config.overrideMimeType)
    {
        xhr.overrideMimeType(config.overrideMimeType);
    }

    // After a successful request, the xhr.response property will contain the requested data as a DOMString, ArrayBuffer, Blob, or Document (depending on what was set for responseType.)

    xhr.onload = file.onLoad.bind(file, xhr);
    xhr.onerror = file.onError.bind(file, xhr);
    xhr.onprogress = file.onProgress.bind(file);

    //  This is the only standard method, the ones above are browser additions (maybe not universal?)
    // xhr.onreadystatechange

    xhr.send();

    return xhr;
};

module.exports = XHRLoader;


/***/ }),
/* 182 */
/***/ (function(module, exports, __webpack_require__) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

var Class = __webpack_require__(0);
var CONST = __webpack_require__(6);
var File = __webpack_require__(12);
var FileTypesManager = __webpack_require__(13);
var GetFastValue = __webpack_require__(3);
var GetValue = __webpack_require__(11);
var IsPlainObject = __webpack_require__(2);

/**
 * @classdesc
 * A single JSON File suitable for loading by the Loader.
 *
 * These are created when you use the Phaser.Loader.LoaderPlugin#json method and are not typically created directly.
 * 
 * For documentation about what all the arguments and configuration options mean please see Phaser.Loader.LoaderPlugin#json.
 *
 * @class JSONFile
 * @extends Phaser.Loader.File
 * @memberof Phaser.Loader.FileTypes
 * @constructor
 * @since 3.0.0
 *
 * @param {Phaser.Loader.LoaderPlugin} loader - A reference to the Loader that is responsible for this file.
 * @param {(string|Phaser.Types.Loader.FileTypes.JSONFileConfig)} key - The key to use for this file, or a file configuration object.
 * @param {string} [url] - The absolute or relative URL to load this file from. If undefined or `null` it will be set to `<key>.json`, i.e. if `key` was "alien" then the URL will be "alien.json".
 * @param {Phaser.Types.Loader.XHRSettingsObject} [xhrSettings] - Extra XHR Settings specifically for this file.
 * @param {string} [dataKey] - When the JSON file loads only this property will be stored in the Cache.
 */
var JSONFile = new Class({

    Extends: File,

    initialize:

    //  url can either be a string, in which case it is treated like a proper url, or an object, in which case it is treated as a ready-made JS Object
    //  dataKey allows you to pluck a specific object out of the JSON and put just that into the cache, rather than the whole thing

    function JSONFile (loader, key, url, xhrSettings, dataKey)
    {
        var extension = 'json';

        if (IsPlainObject(key))
        {
            var config = key;

            key = GetFastValue(config, 'key');
            url = GetFastValue(config, 'url');
            xhrSettings = GetFastValue(config, 'xhrSettings');
            extension = GetFastValue(config, 'extension', extension);
            dataKey = GetFastValue(config, 'dataKey', dataKey);
        }

        var fileConfig = {
            type: 'json',
            cache: loader.cacheManager.json,
            extension: extension,
            responseType: 'text',
            key: key,
            url: url,
            xhrSettings: xhrSettings,
            config: dataKey
        };

        File.call(this, loader, fileConfig);

        if (IsPlainObject(url))
        {
            //  Object provided instead of a URL, so no need to actually load it (populate data with value)
            if (dataKey)
            {
                this.data = GetValue(url, dataKey);
            }
            else
            {
                this.data = url;
            }

            this.state = CONST.FILE_POPULATED;
        }
    },

    /**
     * Called automatically by Loader.nextFile.
     * This method controls what extra work this File does with its loaded data.
     *
     * @method Phaser.Loader.FileTypes.JSONFile#onProcess
     * @since 3.7.0
     */
    onProcess: function ()
    {
        if (this.state !== CONST.FILE_POPULATED)
        {
            this.state = CONST.FILE_PROCESSING;

            var json = JSON.parse(this.xhrLoader.responseText);

            var key = this.config;

            if (typeof key === 'string')
            {
                this.data = GetValue(json, key, json);
            }
            else
            {
                this.data = json;
            }
        }

        this.onProcessComplete();
    }

});

/**
 * Adds a JSON file, or array of JSON files, to the current load queue.
 *
 * You can call this method from within your Scene's `preload`, along with any other files you wish to load:
 * 
 * ```javascript
 * function preload ()
 * {
 *     this.load.json('wavedata', 'files/AlienWaveData.json');
 * }
 * ```
 *
 * The file is **not** loaded right away. It is added to a queue ready to be loaded either when the loader starts,
 * or if it's already running, when the next free load slot becomes available. This happens automatically if you
 * are calling this from within the Scene's `preload` method, or a related callback. Because the file is queued
 * it means you cannot use the file immediately after calling this method, but must wait for the file to complete.
 * The typical flow for a Phaser Scene is that you load assets in the Scene's `preload` method and then when the
 * Scene's `create` method is called you are guaranteed that all of those assets are ready for use and have been
 * loaded.
 * 
 * The key must be a unique String. It is used to add the file to the global JSON Cache upon a successful load.
 * The key should be unique both in terms of files being loaded and files already present in the JSON Cache.
 * Loading a file using a key that is already taken will result in a warning. If you wish to replace an existing file
 * then remove it from the JSON Cache first, before loading a new one.
 *
 * Instead of passing arguments you can pass a configuration object, such as:
 * 
 * ```javascript
 * this.load.json({
 *     key: 'wavedata',
 *     url: 'files/AlienWaveData.json'
 * });
 * ```
 *
 * See the documentation for `Phaser.Types.Loader.FileTypes.JSONFileConfig` for more details.
 *
 * Once the file has finished loading you can access it from its Cache using its key:
 * 
 * ```javascript
 * this.load.json('wavedata', 'files/AlienWaveData.json');
 * // and later in your game ...
 * var data = this.cache.json.get('wavedata');
 * ```
 *
 * If you have specified a prefix in the loader, via `Loader.setPrefix` then this value will be prepended to this files
 * key. For example, if the prefix was `LEVEL1.` and the key was `Waves` the final key will be `LEVEL1.Waves` and
 * this is what you would use to retrieve the text from the JSON Cache.
 *
 * The URL can be relative or absolute. If the URL is relative the `Loader.baseURL` and `Loader.path` values will be prepended to it.
 *
 * If the URL isn't specified the Loader will take the key and create a filename from that. For example if the key is "data"
 * and no URL is given then the Loader will set the URL to be "data.json". It will always add `.json` as the extension, although
 * this can be overridden if using an object instead of method arguments. If you do not desire this action then provide a URL.
 *
 * You can also optionally provide a `dataKey` to use. This allows you to extract only a part of the JSON and store it in the Cache,
 * rather than the whole file. For example, if your JSON data had a structure like this:
 * 
 * ```json
 * {
 *     "level1": {
 *         "baddies": {
 *             "aliens": {},
 *             "boss": {}
 *         }
 *     },
 *     "level2": {},
 *     "level3": {}
 * }
 * ```
 *
 * And you only wanted to store the `boss` data in the Cache, then you could pass `level1.baddies.boss`as the `dataKey`.
 *
 * Note: The ability to load this type of file will only be available if the JSON File type has been built into Phaser.
 * It is available in the default build but can be excluded from custom builds.
 *
 * @method Phaser.Loader.LoaderPlugin#json
 * @fires Phaser.Loader.LoaderPlugin#addFileEvent
 * @since 3.0.0
 *
 * @param {(string|Phaser.Types.Loader.FileTypes.JSONFileConfig|Phaser.Types.Loader.FileTypes.JSONFileConfig[])} key - The key to use for this file, or a file configuration object, or array of them.
 * @param {string} [url] - The absolute or relative URL to load this file from. If undefined or `null` it will be set to `<key>.json`, i.e. if `key` was "alien" then the URL will be "alien.json".
 * @param {string} [dataKey] - When the JSON file loads only this property will be stored in the Cache.
 * @param {Phaser.Types.Loader.XHRSettingsObject} [xhrSettings] - An XHR Settings configuration object. Used in replacement of the Loaders default XHR Settings.
 *
 * @return {Phaser.Loader.LoaderPlugin} The Loader instance.
 */
FileTypesManager.register('json', function (key, url, dataKey, xhrSettings)
{
    if (Array.isArray(key))
    {
        for (var i = 0; i < key.length; i++)
        {
            //  If it's an array it has to be an array of Objects, so we get everything out of the 'key' object
            this.addFile(new JSONFile(this, key[i]));
        }
    }
    else
    {
        this.addFile(new JSONFile(this, key, url, xhrSettings, dataKey));
    }

    return this;
});

module.exports = JSONFile;


/***/ }),
/* 183 */
/***/ (function(module, exports, __webpack_require__) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

var Class = __webpack_require__(0);

/**
 * @classdesc
 * A MultiFile is a special kind of parent that contains two, or more, Files as children and looks after
 * the loading and processing of them all. It is commonly extended and used as a base class for file types such as AtlasJSON or BitmapFont.
 * 
 * You shouldn't create an instance of a MultiFile directly, but should extend it with your own class, setting a custom type and processing methods.
 *
 * @class MultiFile
 * @memberof Phaser.Loader
 * @constructor
 * @since 3.7.0
 *
 * @param {Phaser.Loader.LoaderPlugin} loader - The Loader that is going to load this File.
 * @param {string} type - The file type string for sorting within the Loader.
 * @param {string} key - The key of the file within the loader.
 * @param {Phaser.Loader.File[]} files - An array of Files that make-up this MultiFile.
 */
var MultiFile = new Class({

    initialize:

    function MultiFile (loader, type, key, files)
    {
        /**
         * A reference to the Loader that is going to load this file.
         *
         * @name Phaser.Loader.MultiFile#loader
         * @type {Phaser.Loader.LoaderPlugin}
         * @since 3.7.0
         */
        this.loader = loader;

        /**
         * The file type string for sorting within the Loader.
         *
         * @name Phaser.Loader.MultiFile#type
         * @type {string}
         * @since 3.7.0
         */
        this.type = type;

        /**
         * Unique cache key (unique within its file type)
         *
         * @name Phaser.Loader.MultiFile#key
         * @type {string}
         * @since 3.7.0
         */
        this.key = key;

        /**
         * The current index being used by multi-file loaders to avoid key clashes.
         *
         * @name Phaser.Loader.MultiFile#multiKeyIndex
         * @type {integer}
         * @private
         * @since 3.20.0
         */
        this.multiKeyIndex = loader.multiKeyIndex++;

        /**
         * Array of files that make up this MultiFile.
         *
         * @name Phaser.Loader.MultiFile#files
         * @type {Phaser.Loader.File[]}
         * @since 3.7.0
         */
        this.files = files;

        /**
         * The completion status of this MultiFile.
         *
         * @name Phaser.Loader.MultiFile#complete
         * @type {boolean}
         * @default false
         * @since 3.7.0
         */
        this.complete = false;

        /**
         * The number of files to load.
         *
         * @name Phaser.Loader.MultiFile#pending
         * @type {integer}
         * @since 3.7.0
         */

        this.pending = files.length;

        /**
         * The number of files that failed to load.
         *
         * @name Phaser.Loader.MultiFile#failed
         * @type {integer}
         * @default 0
         * @since 3.7.0
         */
        this.failed = 0;

        /**
         * A storage container for transient data that the loading files need.
         *
         * @name Phaser.Loader.MultiFile#config
         * @type {any}
         * @since 3.7.0
         */
        this.config = {};

        /**
         * A reference to the Loaders baseURL at the time this MultiFile was created.
         * Used to populate child-files.
         *
         * @name Phaser.Loader.MultiFile#baseURL
         * @type {string}
         * @since 3.20.0
         */
        this.baseURL = loader.baseURL;

        /**
         * A reference to the Loaders path at the time this MultiFile was created.
         * Used to populate child-files.
         *
         * @name Phaser.Loader.MultiFile#path
         * @type {string}
         * @since 3.20.0
         */
        this.path = loader.path;

        /**
         * A reference to the Loaders prefix at the time this MultiFile was created.
         * Used to populate child-files.
         *
         * @name Phaser.Loader.MultiFile#prefix
         * @type {string}
         * @since 3.20.0
         */
        this.prefix = loader.prefix;

        //  Link the files
        for (var i = 0; i < files.length; i++)
        {
            files[i].multiFile = this;
        }
    },

    /**
     * Checks if this MultiFile is ready to process its children or not.
     *
     * @method Phaser.Loader.MultiFile#isReadyToProcess
     * @since 3.7.0
     *
     * @return {boolean} `true` if all children of this MultiFile have loaded, otherwise `false`.
     */
    isReadyToProcess: function ()
    {
        return (this.pending === 0 && this.failed === 0 && !this.complete);
    },

    /**
     * Adds another child to this MultiFile, increases the pending count and resets the completion status.
     *
     * @method Phaser.Loader.MultiFile#addToMultiFile
     * @since 3.7.0
     *
     * @param {Phaser.Loader.File} files - The File to add to this MultiFile.
     *
     * @return {Phaser.Loader.MultiFile} This MultiFile instance.
     */
    addToMultiFile: function (file)
    {
        this.files.push(file);

        file.multiFile = this;

        this.pending++;

        this.complete = false;

        return this;
    },

    /**
     * Called by each File when it finishes loading.
     *
     * @method Phaser.Loader.MultiFile#onFileComplete
     * @since 3.7.0
     *
     * @param {Phaser.Loader.File} file - The File that has completed processing.
     */
    onFileComplete: function (file)
    {
        var index = this.files.indexOf(file);

        if (index !== -1)
        {
            this.pending--;
        }
    },

    /**
     * Called by each File that fails to load.
     *
     * @method Phaser.Loader.MultiFile#onFileFailed
     * @since 3.7.0
     *
     * @param {Phaser.Loader.File} file - The File that has failed to load.
     */
    onFileFailed: function (file)
    {
        var index = this.files.indexOf(file);

        if (index !== -1)
        {
            this.failed++;
        }
    }

});

module.exports = MultiFile;


/***/ }),
/* 184 */
/***/ (function(module, exports, __webpack_require__) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

var Class = __webpack_require__(0);
var CONST = __webpack_require__(6);
var File = __webpack_require__(12);
var FileTypesManager = __webpack_require__(13);
var GetFastValue = __webpack_require__(3);
var IsPlainObject = __webpack_require__(2);

/**
 * @classdesc
 * A single Text File suitable for loading by the Loader.
 *
 * These are created when you use the Phaser.Loader.LoaderPlugin#text method and are not typically created directly.
 *
 * For documentation about what all the arguments and configuration options mean please see Phaser.Loader.LoaderPlugin#text.
 *
 * @class TextFile
 * @extends Phaser.Loader.File
 * @memberof Phaser.Loader.FileTypes
 * @constructor
 * @since 3.0.0
 *
 * @param {Phaser.Loader.LoaderPlugin} loader - A reference to the Loader that is responsible for this file.
 * @param {(string|Phaser.Types.Loader.FileTypes.TextFileConfig)} key - The key to use for this file, or a file configuration object.
 * @param {string} [url] - The absolute or relative URL to load this file from. If undefined or `null` it will be set to `<key>.txt`, i.e. if `key` was "alien" then the URL will be "alien.txt".
 * @param {Phaser.Types.Loader.XHRSettingsObject} [xhrSettings] - Extra XHR Settings specifically for this file.
 */
var TextFile = new Class({

    Extends: File,

    initialize:

    function TextFile (loader, key, url, xhrSettings)
    {
        var extension = 'txt';

        if (IsPlainObject(key))
        {
            var config = key;

            key = GetFastValue(config, 'key');
            url = GetFastValue(config, 'url');
            xhrSettings = GetFastValue(config, 'xhrSettings');
            extension = GetFastValue(config, 'extension', extension);
        }

        var fileConfig = {
            type: 'text',
            cache: loader.cacheManager.text,
            extension: extension,
            responseType: 'text',
            key: key,
            url: url,
            xhrSettings: xhrSettings
        };

        File.call(this, loader, fileConfig);
    },

    /**
     * Called automatically by Loader.nextFile.
     * This method controls what extra work this File does with its loaded data.
     *
     * @method Phaser.Loader.FileTypes.TextFile#onProcess
     * @since 3.7.0
     */
    onProcess: function ()
    {
        this.state = CONST.FILE_PROCESSING;

        this.data = this.xhrLoader.responseText;

        this.onProcessComplete();
    }

});

/**
 * Adds a Text file, or array of Text files, to the current load queue.
 *
 * You can call this method from within your Scene's `preload`, along with any other files you wish to load:
 *
 * ```javascript
 * function preload ()
 * {
 *     this.load.text('story', 'files/IntroStory.txt');
 * }
 * ```
 *
 * The file is **not** loaded right away. It is added to a queue ready to be loaded either when the loader starts,
 * or if it's already running, when the next free load slot becomes available. This happens automatically if you
 * are calling this from within the Scene's `preload` method, or a related callback. Because the file is queued
 * it means you cannot use the file immediately after calling this method, but must wait for the file to complete.
 * The typical flow for a Phaser Scene is that you load assets in the Scene's `preload` method and then when the
 * Scene's `create` method is called you are guaranteed that all of those assets are ready for use and have been
 * loaded.
 *
 * The key must be a unique String. It is used to add the file to the global Text Cache upon a successful load.
 * The key should be unique both in terms of files being loaded and files already present in the Text Cache.
 * Loading a file using a key that is already taken will result in a warning. If you wish to replace an existing file
 * then remove it from the Text Cache first, before loading a new one.
 *
 * Instead of passing arguments you can pass a configuration object, such as:
 *
 * ```javascript
 * this.load.text({
 *     key: 'story',
 *     url: 'files/IntroStory.txt'
 * });
 * ```
 *
 * See the documentation for `Phaser.Types.Loader.FileTypes.TextFileConfig` for more details.
 *
 * Once the file has finished loading you can access it from its Cache using its key:
 *
 * ```javascript
 * this.load.text('story', 'files/IntroStory.txt');
 * // and later in your game ...
 * var data = this.cache.text.get('story');
 * ```
 *
 * If you have specified a prefix in the loader, via `Loader.setPrefix` then this value will be prepended to this files
 * key. For example, if the prefix was `LEVEL1.` and the key was `Story` the final key will be `LEVEL1.Story` and
 * this is what you would use to retrieve the text from the Text Cache.
 *
 * The URL can be relative or absolute. If the URL is relative the `Loader.baseURL` and `Loader.path` values will be prepended to it.
 *
 * If the URL isn't specified the Loader will take the key and create a filename from that. For example if the key is "story"
 * and no URL is given then the Loader will set the URL to be "story.txt". It will always add `.txt` as the extension, although
 * this can be overridden if using an object instead of method arguments. If you do not desire this action then provide a URL.
 *
 * Note: The ability to load this type of file will only be available if the Text File type has been built into Phaser.
 * It is available in the default build but can be excluded from custom builds.
 *
 * @method Phaser.Loader.LoaderPlugin#text
 * @fires Phaser.Loader.LoaderPlugin#addFileEvent
 * @since 3.0.0
 *
 * @param {(string|Phaser.Types.Loader.FileTypes.TextFileConfig|Phaser.Types.Loader.FileTypes.TextFileConfig[])} key - The key to use for this file, or a file configuration object, or array of them.
 * @param {string} [url] - The absolute or relative URL to load this file from. If undefined or `null` it will be set to `<key>.txt`, i.e. if `key` was "alien" then the URL will be "alien.txt".
 * @param {Phaser.Types.Loader.XHRSettingsObject} [xhrSettings] - An XHR Settings configuration object. Used in replacement of the Loaders default XHR Settings.
 *
 * @return {Phaser.Loader.LoaderPlugin} The Loader instance.
 */
FileTypesManager.register('text', function (key, url, xhrSettings)
{
    if (Array.isArray(key))
    {
        for (var i = 0; i < key.length; i++)
        {
            //  If it's an array it has to be an array of Objects, so we get everything out of the 'key' object
            this.addFile(new TextFile(this, key[i]));
        }
    }
    else
    {
        this.addFile(new TextFile(this, key, url, xhrSettings));
    }

    return this;
});

module.exports = TextFile;


/***/ }),
/* 185 */
/***/ (function(module, exports, __webpack_require__) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
 */

var AngleBetween = __webpack_require__(15);
var Clamp = __webpack_require__(8);
var Class = __webpack_require__(0);
var ComponentsComputedSize = __webpack_require__(186);
var ComponentsDepth = __webpack_require__(187);
var ComponentsFlip = __webpack_require__(188);
var ComponentsScrollFactor = __webpack_require__(189);
var ComponentsTransform = __webpack_require__(190);
var ComponentsVisible = __webpack_require__(192);
var CounterClockwise = __webpack_require__(7);
var DegToRad = __webpack_require__(25);
var GameObject = __webpack_require__(193);
var RadToDeg = __webpack_require__(9);
var SpineEvents = __webpack_require__(214);
var SpineGameObjectRender = __webpack_require__(221);

/**
 * @classdesc
 * A Spine Game Object is a Phaser level object that can be added to your Phaser Scenes. It encapsulates
 * a Spine Skeleton with Spine Animation Data and Animation State, with helper methods to allow you to
 * easily change the skin, slot attachment, bone positions and more.
 * 
 * Spine Game Objects can be created via the Game Object Factory, Game Object Creator, or directly.
 * You can only create them if the Spine plugin has been loaded into Phaser.
 * 
 * The quickest way is the Game Object Factory:
 * 
 * ```javascript
 * let jelly = this.add.spine(512, 550, 'jelly', 'jelly-think', true);
 * ```
 * 
 * Here we are creating a new Spine Game Object positioned at 512 x 550. It's using the `jelly`
 * Spine data, which has previously been loaded into your Scene. The `jelly-think` argument is
 * an optional animation to start playing on the skeleton. The final argument `true` sets the
 * animation to loop. Look at the documentation for further details on each of these options.
 * 
 * For more control, you can use the Game Object Creator, passing in a Spine Game Object
 * Configuration object:
 * 
 * ```javascript
 * let jelly = this.make.spine({
 *     x: 512, y: 550, key: 'jelly',
 *     scale: 1.5,
 *     skinName: 'square_Green',
 *     animationName: 'jelly-think', loop: true,
 *     slotName: 'hat', attachmentName: 'images/La_14'
 * });
 * ```
 * 
 * Here, you've got the ability to specify extra details, such as the slot name, attachments or
 * overall scale.
 * 
 * If you wish to instantiate a Spine Game Object directly you can do so, but in order for it to
 * update and render, it must be added to the display and update lists of your Scene:
 * 
 * ```javascript
 * let jelly = new SpineGameObject(this, this.spine, 512, 550, 'jelly', 'jelly-think', true);
 * this.sys.displayList.add(jelly);
 * this.sys.updateList.add(jelly);
 * ```
 * 
 * It's possible to enable Spine Game Objects for input, but you should be aware that it will use
 * the bounds of the skeletons current pose to create the hit area from. Sometimes this is ok, but
 * often not. Make use of the `InputPlugin.enableDebug` method to view the input shape being created.
 * If it's not suitable, provide your own shape to the `setInteractive` method.
 * 
 * Due to the way Spine handles scaling, it's not recommended to enable a Spine Game Object for
 * physics directly. Instead, you should look at creating a proxy body and syncing the Spine Game
 * Object position with it. See the examples for further details.
 * 
 * If your Spine Game Object has black outlines around the different parts of the texture when it
 * renders then you have exported the files from Spine with pre-multiplied alpha enabled, but have
 * forgotten to set that flag when loading the Spine data. Please see the loader docs for more details.
 *
 * @class SpineGameObject
 * @constructor
 * @since 3.19.0
 *
 * @param {Phaser.Scene} scene - A reference to the Scene that this Game Object belongs to.
 * @param {SpinePlugin} pluginManager - A reference to the Phaser Spine Plugin.
 * @param {number} x - The horizontal position of this Game Object in the world.
 * @param {number} y - The vertical position of this Game Object in the world.
 * @param {string} [key] - The key of the Spine Skeleton this Game Object will use, as stored in the Spine Plugin.
 * @param {string} [animationName] - The name of the animation to set on this Skeleton.
 * @param {boolean} [loop=false] - Should the animation playback be looped or not?
 */
var SpineGameObject = new Class({

    Extends: GameObject,

    Mixins: [
        ComponentsComputedSize,
        ComponentsDepth,
        ComponentsFlip,
        ComponentsScrollFactor,
        ComponentsTransform,
        ComponentsVisible,
        SpineGameObjectRender
    ],

    initialize:

    function SpineGameObject (scene, plugin, x, y, key, animationName, loop)
    {
        GameObject.call(this, scene, 'Spine');

        /**
         * A reference to the Spine Plugin.
         *
         * @name SpineGameObject#plugin
         * @type {SpinePlugin}
         * @since 3.19.0
         */
        this.plugin = plugin;

        /**
         * The Spine Skeleton this Game Object is using.
         *
         * @name SpineGameObject#skeleton
         * @type {spine.Skeleton}
         * @since 3.19.0
         */
        this.skeleton = null;

        /**
         * The Spine Skeleton Data associated with the Skeleton this Game Object is using.
         *
         * @name SpineGameObject#skeletonData
         * @type {spine.SkeletonData}
         * @since 3.19.0
         */
        this.skeletonData = null;

        /**
         * The Spine Animation State this Game Object is using.
         *
         * @name SpineGameObject#state
         * @type {spine.AnimationState}
         * @since 3.19.0
         */
        this.state = null;

        /**
         * The Spine Animation State Data associated with the Animation State this Game Object is using.
         *
         * @name SpineGameObject#stateData
         * @type {spine.AnimationStateData}
         * @since 3.19.0
         */
        this.stateData = null;

        /**
         * A reference to the root bone of the Skeleton.
         *
         * @name SpineGameObject#root
         * @type {spine.Bone}
         * @since 3.19.0
         */
        this.root = null;

        /**
         * This object holds the calculated bounds of the current
         * pose, as set when a new Skeleton is applied.
         *
         * @name SpineGameObject#bounds
         * @type {any}
         * @since 3.19.0
         */
        this.bounds = null;
        
        /**
         * A Game Object level flag that allows you to enable debug drawing
         * to the Skeleton Debug Renderer by toggling it.
         *
         * @name SpineGameObject#drawDebug
         * @type {boolean}
         * @since 3.19.0
         */
        this.drawDebug = false;

        /**
         * The factor to scale the Animation update time by.
         *
         * @name SpineGameObject#timeScale
         * @type {number}
         * @since 3.19.0
         */
        this.timeScale = 1;

        /**
         * The calculated Display Origin of this Game Object.
         *
         * @name SpineGameObject#displayOriginX
         * @type {number}
         * @since 3.19.0
         */
        this.displayOriginX = 0;

        /**
         * The calculated Display Origin of this Game Object.
         *
         * @name SpineGameObject#displayOriginY
         * @type {number}
         * @since 3.19.0
         */
        this.displayOriginY = 0;

        /**
         * A flag that stores if the texture associated with the current
         * Skin being used by this Game Object, has its alpha pre-multiplied
         * into it, or not.
         *
         * @name SpineGameObject#preMultipliedAlpha
         * @type {boolean}
         * @since 3.19.0
         */
        this.preMultipliedAlpha = false;

        /**
         * A default Blend Mode. You cannot change the blend mode of a
         * Spine Game Object.
         *
         * @name SpineGameObject#blendMode
         * @type {number}
         * @readonly
         * @since 3.19.0
         */
        this.blendMode = 0;

        this.setPosition(x, y);

        if (key)
        {
            this.setSkeleton(key, animationName, loop);
        }
    },

    /**
     * Overrides the default Game Object method and always returns true.
     * Rendering is decided in the renderer functions.
     *
     * @method SpineGameObject#willRender
     * @since 3.19.0
     *
     * @return {boolean} Always returns `true`.
     */
    willRender: function ()
    {
        return true;
    },

    /**
     * Set the Alpha level for the whole Skeleton of this Game Object.
     * 
     * The alpha controls the opacity of the Game Object as it renders.
     * 
     * Alpha values are provided as a float between 0, fully transparent, and 1, fully opaque.
     *
     * @method SpineGameObject#setAlpha
     * @since 3.19.0
     *
     * @param {number} [value=1] - The alpha value used for the whole Skeleton.
     *
     * @return {this} This Game Object instance.
     */
    setAlpha: function (value, slotName)
    {
        if (value === undefined) { value = 1; }

        if (slotName)
        {
            var slot = this.findSlot(slotName);

            if (slot)
            {
                slot.color.a = Clamp(value, 0, 1);
            }
        }
        else
        {
            this.alpha = value;
        }

        return this;
    },

    /**
     * The alpha value of the Skeleton.
     * 
     * A value between 0 and 1.
     *
     * This is a global value, impacting the entire Skeleton, not just a region of it.
     *
     * @name SpineGameObject#alpha
     * @type {number}
     * @since 3.19.0
     */
    alpha: {

        get: function ()
        {
            return this.skeleton.color.a;
        },

        set: function (value)
        {
            var v = Clamp(value, 0, 1);

            if (this.skeleton)
            {
                this.skeleton.color.a = v;
            }

            if (v === 0)
            {
                this.renderFlags &= ~2;
            }
            else
            {
                this.renderFlags |= 2;
            }
        }

    },

    /**
     * The amount of red used when rendering the Skeleton.
     * 
     * A value between 0 and 1.
     *
     * This is a global value, impacting the entire Skeleton, not just a region of it.
     *
     * @name SpineGameObject#red
     * @type {number}
     * @since 3.19.0
     */
    red: {

        get: function ()
        {
            return this.skeleton.color.r;
        },

        set: function (value)
        {
            var v = Clamp(value, 0, 1);

            if (this.skeleton)
            {
                this.skeleton.color.r = v;
            }
        }

    },

    /**
     * The amount of green used when rendering the Skeleton.
     * 
     * A value between 0 and 1.
     *
     * This is a global value, impacting the entire Skeleton, not just a region of it.
     *
     * @name SpineGameObject#green
     * @type {number}
     * @since 3.19.0
     */
    green: {

        get: function ()
        {
            return this.skeleton.color.g;
        },

        set: function (value)
        {
            var v = Clamp(value, 0, 1);

            if (this.skeleton)
            {
                this.skeleton.color.g = v;
            }
        }

    },

    /**
     * The amount of blue used when rendering the Skeleton.
     * 
     * A value between 0 and 1.
     *
     * This is a global value, impacting the entire Skeleton, not just a region of it.
     *
     * @name SpineGameObject#blue
     * @type {number}
     * @since 3.19.0
     */
    blue: {

        get: function ()
        {
            return this.skeleton.color.b;
        },

        set: function (value)
        {
            var v = Clamp(value, 0, 1);

            if (this.skeleton)
            {
                this.skeleton.color.b = v;
            }
        }

    },

    /**
     * Sets the color on the given attachment slot. Or, if no slot is given, on the whole skeleton.
     *
     * @method SpineGameObject#setColor
     * @since 3.19.0
     *
     * @param {integer} [color=0xffffff] - The color being applied to the Skeleton or named Slot. Set to white to disable any previously set color.
     * @param {string} [slotName] - The name of the slot to set the color on. If not give, will be set on the whole skeleton.
     * 
     * @return {this} This Game Object instance.
     */
    setColor: function (color, slotName)
    {
        if (color === undefined) { color = 0xffffff; }

        var red = (color >> 16 & 0xFF) / 255;
        var green = (color >> 8 & 0xFF) / 255;
        var blue = (color & 0xFF) / 255;
        var alpha = (color > 16777215) ? (color >>> 24) / 255 : null;

        var target = this.skeleton;

        if (slotName)
        {
            var slot = this.findSlot(slotName);

            if (slot)
            {
                target = slot;
            }
        }

        target.color.r = red;
        target.color.g = green;
        target.color.b = blue;

        if (alpha !== null)
        {
            target.color.a = alpha;
        }

        return this;
    },

    /**
     * Sets this Game Object to use the given Skeleton based on the Atlas Data Key and a provided JSON object
     * that contains the Skeleton data.
     *
     * @method SpineGameObject#setSkeletonFromJSON
     * @since 3.19.0
     * 
     * @param {string} atlasDataKey - The key of the Spine data to use for this Skeleton.
     * @param {object} skeletonJSON - The JSON data for the Skeleton.
     * @param {string} [animationName] - Optional name of the animation to set on the Skeleton.
     * @param {boolean} [loop=false] - Should the animation, if set, loop or not?
     *
     * @return {this} This Game Object.
     */
    setSkeletonFromJSON: function (atlasDataKey, skeletonJSON, animationName, loop)
    {
        return this.setSkeleton(atlasDataKey, skeletonJSON, animationName, loop);
    },

    /**
     * Sets this Game Object to use the given Skeleton based on its cache key.
     * 
     * Typically, once set, the Skeleton doesn't change. Instead, you change the skin,
     * or slot attachment, or any other property to adjust it.
     *
     * @method SpineGameObject#setSkeleton
     * @since 3.19.0
     * 
     * @param {string} atlasDataKey - The key of the Spine data to use for this Skeleton.
     * @param {object} skeletonJSON - The JSON data for the Skeleton.
     * @param {string} [animationName] - Optional name of the animation to set on the Skeleton.
     * @param {boolean} [loop=false] - Should the animation, if set, loop or not?
     *
     * @return {this} This Game Object.
     */
    setSkeleton: function (atlasDataKey, animationName, loop, skeletonJSON)
    {
        if (this.state)
        {
            this.state.clearListeners();
            this.state.clearListenerNotifications();
        }

        var data = this.plugin.createSkeleton(atlasDataKey, skeletonJSON);

        this.skeletonData = data.skeletonData;

        this.preMultipliedAlpha = data.preMultipliedAlpha;

        var skeleton = data.skeleton;

        skeleton.setSkin();
        skeleton.setToSetupPose();

        this.skeleton = skeleton;

        //  AnimationState
        data = this.plugin.createAnimationState(skeleton);

        if (this.state)
        {
            this.state.clearListeners();
            this.state.clearListenerNotifications();
        }

        this.state = data.state;
        this.stateData = data.stateData;

        this.state.addListener({
            event: this.onEvent.bind(this),
            complete: this.onComplete.bind(this),
            start: this.onStart.bind(this),
            end: this.onEnd.bind(this),
            dispose: this.onDispose.bind(this),
            interrupted: this.onInterrupted.bind(this)
        });

        if (animationName)
        {
            this.setAnimation(0, animationName, loop);
        }

        this.root = this.getRootBone();

        if (this.root)
        {
            //  +90 degrees to account for the difference in Spine vs. Phaser rotation
            this.root.rotation = RadToDeg(CounterClockwise(this.rotation)) + 90;
        }

        this.state.apply(skeleton);

        skeleton.updateCache();

        return this.updateSize();
    },

    /**
     * Internal event handler that emits the Spine onComplete event via this Game Object.
     *
     * @method SpineGameObject#onComplete
     * @fires SpinePluginEvents#COMPLETE
     * @private
     * @since 3.19.0
     * 
     * @param {any} entry - The event data from Spine.
     */
    onComplete: function (entry)
    {
        this.emit(SpineEvents.COMPLETE, entry);
    },

    /**
     * Internal event handler that emits the Spine onDispose event via this Game Object.
     *
     * @method SpineGameObject#onDispose
     * @fires SpinePluginEvents#DISPOSE
     * @private
     * @since 3.19.0
     * 
     * @param {any} entry - The event data from Spine.
     */
    onDispose: function (entry)
    {
        this.emit(SpineEvents.DISPOSE, entry);
    },

    /**
     * Internal event handler that emits the Spine onEnd event via this Game Object.
     *
     * @method SpineGameObject#onEnd
     * @fires SpinePluginEvents#END
     * @private
     * @since 3.19.0
     * 
     * @param {any} entry - The event data from Spine.
     */
    onEnd: function (entry)
    {
        this.emit(SpineEvents.END, entry);
    },

    /**
     * Internal event handler that emits the Spine Event event via this Game Object.
     *
     * @method SpineGameObject#onEvent
     * @fires SpinePluginEvents#EVENT
     * @private
     * @since 3.19.0
     * 
     * @param {any} entry - The event data from Spine.
     * @param {spine.Event} event - The Spine event.
     */
    onEvent: function (entry, event)
    {
        this.emit(SpineEvents.EVENT, entry, event);
    },

    /**
     * Internal event handler that emits the Spine onInterrupted event via this Game Object.
     *
     * @method SpineGameObject#onInterrupted
     * @fires SpinePluginEvents#INTERRUPTED
     * @private
     * @since 3.19.0
     * 
     * @param {any} entry - The event data from Spine.
     */
    onInterrupted: function (entry)
    {
        this.emit(SpineEvents.INTERRUPTED, entry);
    },

    /**
     * Internal event handler that emits the Spine onStart event via this Game Object.
     *
     * @method SpineGameObject#onStart
     * @fires SpinePluginEvents#START
     * @private
     * @since 3.19.0
     * 
     * @param {any} entry - The event data from Spine.
     */
    onStart: function (entry)
    {
        this.emit(SpineEvents.START, entry);
    },

    /**
     * Refreshes the data about the current Skeleton.
     * 
     * This will reset the rotation, position and size of the Skeleton to match this Game Object.
     * 
     * Call this method if you need to access the Skeleton data directly, and it may have changed
     * recently.
     *
     * @method SpineGameObject#refresh
     * @since 3.19.0
     * 
     * @return {this} This Game Object.
     */
    refresh: function ()
    {
        if (this.root)
        {
            //  +90 degrees to account for the difference in Spine vs. Phaser rotation
            this.root.rotation = RadToDeg(CounterClockwise(this.rotation)) + 90;
        }

        this.updateSize();

        this.skeleton.updateCache();

        return this;
    },

    /**
     * Sets the size of this Game Object.
     * 
     * If no arguments are given it uses the current skeleton data dimensions.
     * 
     * You can use this method to set a fixed size of this Game Object, such as for input detection,
     * when the skeleton data doesn't match what is required in-game.
     *
     * @method SpineGameObject#setSize
     * @since 3.19.0
     * 
     * @param {number} [width] - The width of the Skeleton. If not given it defaults to the Skeleton Data width.
     * @param {number} [height] - The height of the Skeleton. If not given it defaults to the Skeleton Data height.
     * @param {number} [offsetX=0] - The horizontal offset of the Skeleton from its x and y coordinate.
     * @param {number} [offsetY=0] - The vertical offset of the Skeleton from its x and y coordinate.
     * 
     * @return {this} This Game Object.
     */
    setSize: function (width, height, offsetX, offsetY)
    {
        var skeleton = this.skeleton;

        if (width === undefined) { width = skeleton.data.width; }
        if (height === undefined) { height = skeleton.data.height; }
        if (offsetX === undefined) { offsetX = 0; }
        if (offsetY === undefined) { offsetY = 0; }

        this.width = width;
        this.height = height;

        this.displayOriginX = skeleton.x - offsetX;
        this.displayOriginY = skeleton.y - offsetY;

        return this;
    },

    /**
     * Sets the offset of this Game Object from the Skeleton position.
     * 
     * You can use this method to adjust how the position of this Game Object relates to the Skeleton it is using.
     *
     * @method SpineGameObject#setOffset
     * @since 3.19.0
     * 
     * @param {number} [offsetX=0] - The horizontal offset of the Skeleton from its x and y coordinate.
     * @param {number} [offsetY=0] - The vertical offset of the Skeleton from its x and y coordinate.
     * 
     * @return {this} This Game Object.
     */
    setOffset: function (offsetX, offsetY)
    {
        var skeleton = this.skeleton;

        if (offsetX === undefined) { offsetX = 0; }
        if (offsetY === undefined) { offsetY = 0; }

        this.displayOriginX = skeleton.x - offsetX;
        this.displayOriginY = skeleton.y - offsetY;

        return this;
    },

    /**
     * Internal method that syncs all of the Game Object position and scale data to the Skeleton.
     * It then syncs the skeleton bounds back to this Game Object.
     * 
     * This method is called automatically as needed internally, however, it's also exposed should
     * you require overriding the size settings.
     *
     * @method SpineGameObject#updateSize
     * @since 3.19.0
     * 
     * @return {this} This Game Object.
     */
    updateSize: function ()
    {
        var skeleton = this.skeleton;
        var renderer = this.plugin.renderer;

        var height = renderer.height;

        var oldScaleX = this.scaleX;
        var oldScaleY = this.scaleY;

        skeleton.x = this.x;
        skeleton.y = height - this.y;
        skeleton.scaleX = 1;
        skeleton.scaleY = 1;

        skeleton.updateWorldTransform();

        var bounds = this.getBounds();

        this.width = bounds.size.x;
        this.height = bounds.size.y;

        this.displayOriginX = this.x - bounds.offset.x;
        this.displayOriginY = this.y - (height - (this.height + bounds.offset.y));

        skeleton.scaleX = oldScaleX;
        skeleton.scaleY = oldScaleY;

        skeleton.updateWorldTransform();

        return this;
    },

    /**
     * The horizontal scale of this Game Object, as applied to the Skeleton it is using.
     *
     * @name SpineGameObject#scaleX
     * @type {number}
     * @default 1
     * @since 3.19.0
     */
    scaleX: {

        get: function ()
        {
            return this._scaleX;
        },

        set: function (value)
        {
            this._scaleX = value;

            this.refresh();
        }

    },

    /**
     * The vertical scale of this Game Object, as applied to the Skeleton it is using.
     *
     * @name SpineGameObject#scaleY
     * @type {number}
     * @default 1
     * @since 3.19.0
     */
    scaleY: {

        get: function ()
        {
            return this._scaleY;
        },

        set: function (value)
        {
            this._scaleY = value;

            this.refresh();
        }

    },

    /**
     * Returns an array containing the names of all the bones in the Skeleton Data.
     *
     * @method SpineGameObject#getBoneList
     * @since 3.19.0
     * 
     * @return {string[]} An array containing the names of all the bones in the Skeleton Data.
     */
    getBoneList: function ()
    {
        var output = [];

        var skeletonData = this.skeletonData;

        if (skeletonData)
        {
            for (var i = 0; i < skeletonData.bones.length; i++)
            {
                output.push(skeletonData.bones[i].name);
            }
        }

        return output;
    },

    /**
     * Returns an array containing the names of all the skins in the Skeleton Data.
     *
     * @method SpineGameObject#getSkinList
     * @since 3.19.0
     * 
     * @return {string[]} An array containing the names of all the skins in the Skeleton Data.
     */
    getSkinList: function ()
    {
        var output = [];

        var skeletonData = this.skeletonData;

        if (skeletonData)
        {
            for (var i = 0; i < skeletonData.skins.length; i++)
            {
                output.push(skeletonData.skins[i].name);
            }
        }

        return output;
    },

    /**
     * Returns an array containing the names of all the slots in the Skeleton.
     *
     * @method SpineGameObject#getSlotList
     * @since 3.19.0
     * 
     * @return {string[]} An array containing the names of all the slots in the Skeleton.
     */
    getSlotList: function ()
    {
        var output = [];

        var skeleton = this.skeleton;

        for (var i = 0; i < skeleton.slots.length; i++)
        {
            output.push(skeleton.slots[i].data.name);
        }

        return output;
    },

    /**
     * Returns an array containing the names of all the animations in the Skeleton Data.
     *
     * @method SpineGameObject#getAnimationList
     * @since 3.19.0
     * 
     * @return {string[]} An array containing the names of all the animations in the Skeleton Data.
     */
    getAnimationList: function ()
    {
        var output = [];

        var skeletonData = this.skeletonData;

        if (skeletonData)
        {
            for (var i = 0; i < skeletonData.animations.length; i++)
            {
                output.push(skeletonData.animations[i].name);
            }
        }

        return output;
    },

    /**
     * Returns the current animation being played on the given track, if any.
     *
     * @method SpineGameObject#getCurrentAnimation
     * @since 3.19.0
     * 
     * @param {integer} [trackIndex=0] - The track to return the current animation on.
     * 
     * @return {?spine.Animation} The current Animation on the given track, or `undefined` if there is no current animation.
     */
    getCurrentAnimation: function (trackIndex)
    {
        if (trackIndex === undefined) { trackIndex = 0; }

        var current = this.state.getCurrent(trackIndex);

        if (current)
        {
            return current.animation;
        }
    },

    /**
     * Sets the current animation for a track, discarding any queued animations.
     * If the formerly current track entry was never applied to a skeleton, it is replaced (not mixed from).
     * 
     * Animations are referenced by a unique string-based key, as defined in the Spine software.
     *
     * @method SpineGameObject#play
     * @fires SpinePluginEvents#START
     * @since 3.19.0
     *
     * @param {string} animationName - The string-based key of the animation to play.
     * @param {boolean} [loop=false] - Should the animation be looped when played?
     * @param {boolean} [ignoreIfPlaying=false] - If this animation is already playing then ignore this call.
     *
     * @return {this} This Game Object. If you need the TrackEntry, see `setAnimation` instead.
     */
    play: function (animationName, loop, ignoreIfPlaying)
    {
        this.setAnimation(0, animationName, loop, ignoreIfPlaying);

        return this;
    },

    /**
     * Sets the current animation for a track, discarding any queued animations.
     * If the formerly current track entry was never applied to a skeleton, it is replaced (not mixed from).
     * 
     * Animations are referenced by a unique string-based key, as defined in the Spine software.
     *
     * @method SpineGameObject#setAnimation
     * @fires SpinePluginEvents#START
     * @since 3.19.0
     *
     * @param {integer} trackIndex - The track index to play the animation on.
     * @param {string} animationName - The string-based key of the animation to play.
     * @param {boolean} [loop=false] - Should the animation be looped when played?
     * @param {boolean} [ignoreIfPlaying=false] - If this animation is already playing then ignore this call.
     *
     * @return {spine.TrackEntry} A track entry to allow further customization of animation playback.
     */
    setAnimation: function (trackIndex, animationName, loop, ignoreIfPlaying)
    {
        if (loop === undefined) { loop = false; }
        if (ignoreIfPlaying === undefined) { ignoreIfPlaying = false; }

        if (ignoreIfPlaying && this.state)
        {
            var currentTrack = this.state.getCurrent(0);
 
            if (currentTrack && currentTrack.animation.name === animationName && !currentTrack.isComplete())
            {
                return;
            }
        }

        if (this.findAnimation(animationName))
        {
            return this.state.setAnimation(trackIndex, animationName, loop);
        }
    },

    /**
     * Adds an animation to be played after the current or last queued animation for a track.
     * If the track is empty, it is equivalent to calling setAnimation.
     * 
     * Animations are referenced by a unique string-based key, as defined in the Spine software.
     * 
     * The delay is a float. If > 0, sets delay. If <= 0, the delay set is the duration of the previous
     * track entry minus any mix duration (from the AnimationStateData) plus the specified delay
     * (ie the mix ends at (delay = 0) or before (delay < 0) the previous track entry duration).
     * If the previous entry is looping, its next loop completion is used instead of its duration.
     *
     * @method SpineGameObject#addAnimation
     * @since 3.19.0
     *
     * @param {integer} trackIndex - The track index to add the animation to.
     * @param {string} animationName - The string-based key of the animation to add.
     * @param {boolean} [loop=false] - Should the animation be looped when played?
     * @param {integer} [delay=0] - A delay, in ms, before which this animation will start when played.
     *
     * @return {spine.TrackEntry} A track entry to allow further customization of animation playback.
     */
    addAnimation: function (trackIndex, animationName, loop, delay)
    {
        return this.state.addAnimation(trackIndex, animationName, loop, delay);
    },

    /**
     * Sets an empty animation for a track, discarding any queued animations, and sets the track
     * entry's mixDuration. An empty animation has no timelines and serves as a placeholder for mixing in or out.
     * 
     * Mixing out is done by setting an empty animation with a mix duration using either setEmptyAnimation,
     * setEmptyAnimations, or addEmptyAnimation. Mixing to an empty animation causes the previous animation to be
     * applied less and less over the mix duration. Properties keyed in the previous animation transition to
     * the value from lower tracks or to the setup pose value if no lower tracks key the property.
     * A mix duration of 0 still mixes out over one frame.
     * 
     * Mixing in is done by first setting an empty animation, then adding an animation using addAnimation
     * and on the returned track entry, set the mixDuration. Mixing from an empty animation causes the new
     * animation to be applied more and more over the mix duration. Properties keyed in the new animation
     * transition from the value from lower tracks or from the setup pose value if no lower tracks key the
     * property to the value keyed in the new animation.
     *
     * @method SpineGameObject#setEmptyAnimation
     * @since 3.19.0
     *
     * @param {integer} trackIndex - The track index to add the animation to.
     * @param {integer} [mixDuration] - Seconds for mixing from the previous animation to this animation. Defaults to the value provided by AnimationStateData getMix based on the animation before this animation (if any).
     *
     * @return {spine.TrackEntry} The returned Track Entry.
     */
    setEmptyAnimation: function (trackIndex, mixDuration)
    {
        return this.state.setEmptyAnimation(trackIndex, mixDuration);
    },

    /**
     * Removes all animations from the track, leaving skeletons in their current pose.
     * 
     * It may be desired to use setEmptyAnimation to mix the skeletons back to the setup pose,
     * rather than leaving them in their current pose.
     *
     * @method SpineGameObject#clearTrack
     * @since 3.19.0
     *
     * @param {integer} trackIndex - The track index to add the animation to.
     *
     * @return {this} This Game Object.
     */
    clearTrack: function (trackIndex)
    {
        this.state.clearTrack(trackIndex);

        return this;
    },
     
    /**
     * Removes all animations from all tracks, leaving skeletons in their current pose.
     * 
     * It may be desired to use setEmptyAnimation to mix the skeletons back to the setup pose,
     * rather than leaving them in their current pose.
     *
     * @method SpineGameObject#clearTracks
     * @since 3.19.0
     *
     * @return {this} This Game Object.
     */
    clearTracks: function ()
    {
        this.state.clearTracks();

        return this;
    },

    /**
     * Sets the skin used to look up attachments before looking in the defaultSkin.
     * 
     * Attachments from the new skin are attached if the corresponding attachment from the
     * old skin was attached. If there was no old skin, each slot's setup mode attachment is
     * attached from the new skin.
     * 
     * After changing the skin, the visible attachments can be reset to those attached in the
     * setup pose by calling setSlotsToSetupPose. Also, often apply is called before the next time
     * the skeleton is rendered to allow any attachment keys in the current animation(s) to hide
     * or show attachments from the new skin.
     *
     * @method SpineGameObject#setSkinByName
     * @since 3.19.0
     * 
     * @param {string} skinName - The name of the skin to set.
     *
     * @return {this} This Game Object.
     */
    setSkinByName: function (skinName)
    {
        var skeleton = this.skeleton;

        skeleton.setSkinByName(skinName);

        skeleton.setSlotsToSetupPose();

        this.state.apply(skeleton);

        return this;
    },

    /**
     * Sets the skin used to look up attachments before looking in the defaultSkin.
     * 
     * Attachments from the new skin are attached if the corresponding attachment from the
     * old skin was attached. If there was no old skin, each slot's setup mode attachment is
     * attached from the new skin.
     * 
     * After changing the skin, the visible attachments can be reset to those attached in the
     * setup pose by calling setSlotsToSetupPose. Also, often apply is called before the next time
     * the skeleton is rendered to allow any attachment keys in the current animation(s) to hide
     * or show attachments from the new skin.
     *
     * @method SpineGameObject#setSkin
     * @since 3.19.0
     * 
     * @param {?spine.Skin} newSkin - The Skin to set. May be `null`.
     *
     * @return {this} This Game Object.
     */
    setSkin: function (newSkin)
    {
        var skeleton = this.skeleton;

        skeleton.setSkin(newSkin);

        skeleton.setSlotsToSetupPose();

        this.state.apply(skeleton);

        return this;
    },

    /**
     * Sets the mix duration when changing from the specified animation to the other.
     *
     * @method SpineGameObject#setMix
     * @since 3.19.0
     * 
     * @param {string} fromName - The animation to mix from.
     * @param {string} toName - The animation to mix to.
     * @param {number} [duration] - Seconds for mixing from the previous animation to this animation. Defaults to the value provided by AnimationStateData getMix based on the animation before this animation (if any).
     *
     * @return {this} This Game Object.
     */
    setMix: function (fromName, toName, duration)
    {
        this.stateData.setMix(fromName, toName, duration);

        return this;
    },

    /**
     * Finds an attachment by looking in the skin and defaultSkin using the slot
     * index and attachment name. First the skin is checked and if the attachment was not found,
     * the default skin is checked.
     *
     * @method SpineGameObject#getAttachment
     * @since 3.19.0
     * 
     * @param {integer} slotIndex - The slot index to search.
     * @param {string} attachmentName - The attachment name to look for.
     *
     * @return {?spine.Attachment} The Attachment, if found. May be null.
     */
    getAttachment: function (slotIndex, attachmentName)
    {
        return this.skeleton.getAttachment(slotIndex, attachmentName);
    },

    /**
     * Finds an attachment by looking in the skin and defaultSkin using the slot name and attachment name.
     *
     * @method SpineGameObject#getAttachmentByName
     * @since 3.19.0
     * 
     * @param {string} slotName - The slot name to search.
     * @param {string} attachmentName - The attachment name to look for.
     *
     * @return {?spine.Attachment} The Attachment, if found. May be null.
     */
    getAttachmentByName: function (slotName, attachmentName)
    {
        return this.skeleton.getAttachmentByName(slotName, attachmentName);
    },

    /**
     * A convenience method to set an attachment by finding the slot with findSlot,
     * finding the attachment with getAttachment, then setting the slot's attachment.
     *
     * @method SpineGameObject#setAttachment
     * @since 3.19.0
     * 
     * @param {string} slotName - The slot name to add the attachment to.
     * @param {string} attachmentName - The attachment name to add.
     *
     * @return {this} This Game Object.
     */
    setAttachment: function (slotName, attachmentName)
    {
        if (Array.isArray(slotName) && Array.isArray(attachmentName) && slotName.length === attachmentName.length)
        {
            for (var i = 0; i < slotName.length; i++)
            {
                this.skeleton.setAttachment(slotName[i], attachmentName[i]);
            }
        }
        else
        {
            this.skeleton.setAttachment(slotName, attachmentName);
        }

        return this;
    },

    /**
     * Sets the bones, constraints, slots, and draw order to their setup pose values.
     *
     * @method SpineGameObject#setToSetupPose
     * @since 3.19.0
     *
     * @return {this} This Game Object.
     */
    setToSetupPose: function ()
    {
        this.skeleton.setToSetupPose();

        return this;
    },

    /**
     * Sets the slots and draw order to their setup pose values.
     *
     * @method SpineGameObject#setSlotsToSetupPose
     * @since 3.19.0
     *
     * @return {this} This Game Object.
     */
    setSlotsToSetupPose: function ()
    {
        this.skeleton.setSlotsToSetupPose();

        return this;
    },

    /**
     * Sets the bones and constraints to their setup pose values.
     *
     * @method SpineGameObject#setBonesToSetupPose
     * @since 3.19.0
     *
     * @return {this} This Game Object.
     */
    setBonesToSetupPose: function ()
    {
        this.skeleton.setBonesToSetupPose();

        return this;
    },

    /**
     * Gets the root bone, or null.
     *
     * @method SpineGameObject#getRootBone
     * @since 3.19.0
     *
     * @return {spine.Bone} The root bone, or null.
     */
    getRootBone: function ()
    {
        return this.skeleton.getRootBone();
    },

    /**
     * Takes a Bone object and a position in world space and rotates the Bone so it is angled
     * towards the given position. You can set an optional angle offset, should the bone be
     * designed at a specific angle already. You can also set a minimum and maximum range for the angle.
     *
     * @method SpineGameObject#angleBoneToXY
     * @since 3.19.0
     * 
     * @param {spine.Bone} bone - The bone to rotate towards the world position.
     * @param {number} worldX - The world x coordinate to rotate the bone towards.
     * @param {number} worldY - The world y coordinate to rotate the bone towards.
     * @param {number} [offset=0] - An offset to add to the rotation angle.
     * @param {number} [minAngle=0] - The minimum range of the rotation angle.
     * @param {number} [maxAngle=360] - The maximum range of the rotation angle.
     *
     * @return {this} This Game Object.
     */
    angleBoneToXY: function (bone, worldX, worldY, offset, minAngle, maxAngle)
    {
        if (offset === undefined) { offset = 0; }
        if (minAngle === undefined) { minAngle = 0; }
        if (maxAngle === undefined) { maxAngle = 360; }

        var renderer = this.plugin.renderer;
        var height = renderer.height;

        var angle = CounterClockwise(AngleBetween(bone.worldX, height - bone.worldY, worldX, worldY) + DegToRad(offset));

        bone.rotation = Clamp(RadToDeg(angle), minAngle, maxAngle);

        return this;
    },

    /**
     * Finds a bone by comparing each bone's name. It is more efficient to cache the results
     * of this method than to call it multiple times.
     *
     * @method SpineGameObject#findBone
     * @since 3.19.0
     * 
     * @param {string} boneName - The name of the bone to find.
     *
     * @return {spine.Bone} The bone, or null.
     */
    findBone: function (boneName)
    {
        return this.skeleton.findBone(boneName);
    },

    /**
     * Finds the index of a bone by comparing each bone's name. It is more efficient to cache the results
     * of this method than to call it multiple times.
     *
     * @method SpineGameObject#findBoneIndex
     * @since 3.19.0
     * 
     * @param {string} boneName - The name of the bone to find.
     *
     * @return {integer} The bone index. Or -1 if the bone was not found.
     */
    findBoneIndex: function (boneName)
    {
        return this.skeleton.findBoneIndex(boneName);
    },

    /**
     * Finds a slot by comparing each slot's name. It is more efficient to cache the results
     * of this method than to call it multiple times.
     *
     * @method SpineGameObject#findSlot
     * @since 3.19.0
     * 
     * @param {string} slotName - The name of the slot to find.
     *
     * @return {spine.Slot} The Slot. May be null.
     */
    findSlot: function (slotName)
    {
        return this.skeleton.findSlot(slotName);
    },

    /**
     * Finds the index of a slot by comparing each slot's name. It is more efficient to cache the results
     * of this method than to call it multiple times.
     *
     * @method SpineGameObject#findSlotIndex
     * @since 3.19.0
     * 
     * @param {string} slotName - The name of the slot to find.
     *
     * @return {integer} The slot index. Or -1 if the Slot was not found.
     */
    findSlotIndex: function (slotName)
    {
        return this.skeleton.findSlotIndex(slotName);
    },

    /**
     * Finds a skin by comparing each skin's name. It is more efficient to cache the results of
     * this method than to call it multiple times.
     *
     * @method SpineGameObject#findSkin
     * @since 3.19.0
     * 
     * @param {string} skinName - The name of the skin to find.
     *
     * @return {spine.Skin} The Skin. May be null.
     */
    findSkin: function (skinName)
    {
        return this.skeletonData.findSkin(skinName);
    },

    /**
     * Finds an event by comparing each events's name. It is more efficient to cache the results
     * of this method than to call it multiple times.
     *
     * @method SpineGameObject#findEvent
     * @since 3.19.0
     * 
     * @param {string} eventDataName - The name of the event to find.
     *
     * @return {spine.EventData} The Event Data. May be null.
     */
    findEvent: function (eventDataName)
    {
        return this.skeletonData.findEvent(eventDataName);
    },

    /**
     * Finds an animation by comparing each animation's name. It is more efficient to cache the results
     * of this method than to call it multiple times.
     *
     * @method SpineGameObject#findAnimation
     * @since 3.19.0
     * 
     * @param {string} animationName - The name of the animation to find.
     *
     * @return {spine.Animation} The Animation. May be null.
     */
    findAnimation: function (animationName)
    {
        return this.skeletonData.findAnimation(animationName);
    },

    /**
     * Finds an IK constraint by comparing each IK constraint's name. It is more efficient to cache the results
     * of this method than to call it multiple times.
     *
     * @method SpineGameObject#findIkConstraint
     * @since 3.19.0
     * 
     * @param {string} constraintName - The name of the constraint to find.
     *
     * @return {spine.IkConstraintData} The IK constraint. May be null.
     */
    findIkConstraint: function (constraintName)
    {
        return this.skeletonData.findIkConstraint(constraintName);
    },

    /**
     * Finds an transform constraint by comparing each transform constraint's name.
     * It is more efficient to cache the results of this method than to call it multiple times.
     *
     * @method SpineGameObject#findTransformConstraint
     * @since 3.19.0
     * 
     * @param {string} constraintName - The name of the constraint to find.
     *
     * @return {spine.TransformConstraintData} The transform constraint. May be null.
     */
    findTransformConstraint: function (constraintName)
    {
        return this.skeletonData.findTransformConstraint(constraintName);
    },

    /**
     * Finds a path constraint by comparing each path constraint's name.
     * It is more efficient to cache the results of this method than to call it multiple times.
     *
     * @method SpineGameObject#findPathConstraint
     * @since 3.19.0
     * 
     * @param {string} constraintName - The name of the constraint to find.
     *
     * @return {spine.PathConstraintData} The path constraint. May be null.
     */
    findPathConstraint: function (constraintName)
    {
        return this.skeletonData.findPathConstraint(constraintName);
    },

    /**
     * Finds the index of a path constraint by comparing each path constraint's name.
     * It is more efficient to cache the results of this method than to call it multiple times.
     *
     * @method SpineGameObject#findPathConstraintIndex
     * @since 3.19.0
     * 
     * @param {string} constraintName - The name of the constraint to find.
     *
     * @return {integer} The constraint index. Or -1 if the constraint was not found.
     */
    findPathConstraintIndex: function (constraintName)
    {
        return this.skeletonData.findPathConstraintIndex(constraintName);
    },

    /**
     * Returns the axis aligned bounding box (AABB) of the region and mesh attachments for the current pose.
     * 
     * The returned object contains two properties: `offset` and `size`:
     * 
     * `offset` - The distance from the skeleton origin to the bottom left corner of the AABB.
     * `size` - The width and height of the AABB.
     *
     * @method SpineGameObject#getBounds
     * @since 3.19.0
     * 
     * @return {any} The bounds object.
     */
    getBounds: function ()
    {
        return this.plugin.getBounds(this.skeleton);
    },

    /**
     * Internal update handler.
     *
     * @method SpineGameObject#preUpdate
     * @protected
     * @since 3.19.0
     * 
     * @param {number} time - The current timestamp.
     * @param {number} delta - The delta time, in ms, elapsed since the last frame.
     */
    preUpdate: function (time, delta)
    {
        var skeleton = this.skeleton;

        this.state.update((delta / 1000) * this.timeScale);

        this.state.apply(skeleton);
    },

    /**
     * Internal destroy handler, called as part of the destroy process.
     *
     * @method SpineGameObject#preDestroy
     * @protected
     * @since 3.19.0
     */
    preDestroy: function ()
    {
        if (this.state)
        {
            this.state.clearListeners();
            this.state.clearListenerNotifications();
        }

        this.plugin = null;

        this.skeleton = null;
        this.skeletonData = null;

        this.state = null;
        this.stateData = null;
    }

});

module.exports = SpineGameObject;


/***/ }),
/* 186 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * Provides methods used for calculating and setting the size of a non-Frame based Game Object.
 * Should be applied as a mixin and not used directly.
 * 
 * @namespace Phaser.GameObjects.Components.ComputedSize
 * @since 3.0.0
 */

var ComputedSize = {

    /**
     * The native (un-scaled) width of this Game Object.
     * 
     * Changing this value will not change the size that the Game Object is rendered in-game.
     * For that you need to either set the scale of the Game Object (`setScale`) or use
     * the `displayWidth` property.
     * 
     * @name Phaser.GameObjects.Components.ComputedSize#width
     * @type {number}
     * @since 3.0.0
     */
    width: 0,

    /**
     * The native (un-scaled) height of this Game Object.
     * 
     * Changing this value will not change the size that the Game Object is rendered in-game.
     * For that you need to either set the scale of the Game Object (`setScale`) or use
     * the `displayHeight` property.
     * 
     * @name Phaser.GameObjects.Components.ComputedSize#height
     * @type {number}
     * @since 3.0.0
     */
    height: 0,

    /**
     * The displayed width of this Game Object.
     * 
     * This value takes into account the scale factor.
     * 
     * Setting this value will adjust the Game Object's scale property.
     * 
     * @name Phaser.GameObjects.Components.ComputedSize#displayWidth
     * @type {number}
     * @since 3.0.0
     */
    displayWidth: {

        get: function ()
        {
            return this.scaleX * this.width;
        },

        set: function (value)
        {
            this.scaleX = value / this.width;
        }

    },

    /**
     * The displayed height of this Game Object.
     * 
     * This value takes into account the scale factor.
     * 
     * Setting this value will adjust the Game Object's scale property.
     * 
     * @name Phaser.GameObjects.Components.ComputedSize#displayHeight
     * @type {number}
     * @since 3.0.0
     */
    displayHeight: {

        get: function ()
        {
            return this.scaleY * this.height;
        },

        set: function (value)
        {
            this.scaleY = value / this.height;
        }

    },

    /**
     * Sets the internal size of this Game Object, as used for frame or physics body creation.
     * 
     * This will not change the size that the Game Object is rendered in-game.
     * For that you need to either set the scale of the Game Object (`setScale`) or call the
     * `setDisplaySize` method, which is the same thing as changing the scale but allows you
     * to do so by giving pixel values.
     * 
     * If you have enabled this Game Object for input, changing the size will _not_ change the
     * size of the hit area. To do this you should adjust the `input.hitArea` object directly.
     * 
     * @method Phaser.GameObjects.Components.ComputedSize#setSize
     * @since 3.4.0
     *
     * @param {number} width - The width of this Game Object.
     * @param {number} height - The height of this Game Object.
     * 
     * @return {this} This Game Object instance.
     */
    setSize: function (width, height)
    {
        this.width = width;
        this.height = height;

        return this;
    },

    /**
     * Sets the display size of this Game Object.
     * 
     * Calling this will adjust the scale.
     * 
     * @method Phaser.GameObjects.Components.ComputedSize#setDisplaySize
     * @since 3.4.0
     *
     * @param {number} width - The width of this Game Object.
     * @param {number} height - The height of this Game Object.
     * 
     * @return {this} This Game Object instance.
     */
    setDisplaySize: function (width, height)
    {
        this.displayWidth = width;
        this.displayHeight = height;

        return this;
    }

};

module.exports = ComputedSize;


/***/ }),
/* 187 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * Provides methods used for setting the depth of a Game Object.
 * Should be applied as a mixin and not used directly.
 * 
 * @namespace Phaser.GameObjects.Components.Depth
 * @since 3.0.0
 */

var Depth = {

    /**
     * Private internal value. Holds the depth of the Game Object.
     * 
     * @name Phaser.GameObjects.Components.Depth#_depth
     * @type {integer}
     * @private
     * @default 0
     * @since 3.0.0
     */
    _depth: 0,

    /**
     * The depth of this Game Object within the Scene.
     * 
     * The depth is also known as the 'z-index' in some environments, and allows you to change the rendering order
     * of Game Objects, without actually moving their position in the display list.
     *
     * The depth starts from zero (the default value) and increases from that point. A Game Object with a higher depth
     * value will always render in front of one with a lower value.
     *
     * Setting the depth will queue a depth sort event within the Scene.
     * 
     * @name Phaser.GameObjects.Components.Depth#depth
     * @type {number}
     * @since 3.0.0
     */
    depth: {

        get: function ()
        {
            return this._depth;
        },

        set: function (value)
        {
            this.scene.sys.queueDepthSort();
            this._depth = value;
        }

    },

    /**
     * The depth of this Game Object within the Scene.
     * 
     * The depth is also known as the 'z-index' in some environments, and allows you to change the rendering order
     * of Game Objects, without actually moving their position in the display list.
     *
     * The depth starts from zero (the default value) and increases from that point. A Game Object with a higher depth
     * value will always render in front of one with a lower value.
     *
     * Setting the depth will queue a depth sort event within the Scene.
     * 
     * @method Phaser.GameObjects.Components.Depth#setDepth
     * @since 3.0.0
     *
     * @param {integer} value - The depth of this Game Object.
     * 
     * @return {this} This Game Object instance.
     */
    setDepth: function (value)
    {
        if (value === undefined) { value = 0; }

        this.depth = value;

        return this;
    }

};

module.exports = Depth;


/***/ }),
/* 188 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * Provides methods used for visually flipping a Game Object.
 * Should be applied as a mixin and not used directly.
 * 
 * @namespace Phaser.GameObjects.Components.Flip
 * @since 3.0.0
 */

var Flip = {

    /**
     * The horizontally flipped state of the Game Object.
     * 
     * A Game Object that is flipped horizontally will render inversed on the horizontal axis.
     * Flipping always takes place from the middle of the texture and does not impact the scale value.
     * If this Game Object has a physics body, it will not change the body. This is a rendering toggle only.
     * 
     * @name Phaser.GameObjects.Components.Flip#flipX
     * @type {boolean}
     * @default false
     * @since 3.0.0
     */
    flipX: false,

    /**
     * The vertically flipped state of the Game Object.
     * 
     * A Game Object that is flipped vertically will render inversed on the vertical axis (i.e. upside down)
     * Flipping always takes place from the middle of the texture and does not impact the scale value.
     * If this Game Object has a physics body, it will not change the body. This is a rendering toggle only.
     * 
     * @name Phaser.GameObjects.Components.Flip#flipY
     * @type {boolean}
     * @default false
     * @since 3.0.0
     */
    flipY: false,

    /**
     * Toggles the horizontal flipped state of this Game Object.
     * 
     * A Game Object that is flipped horizontally will render inversed on the horizontal axis.
     * Flipping always takes place from the middle of the texture and does not impact the scale value.
     * If this Game Object has a physics body, it will not change the body. This is a rendering toggle only.
     * 
     * @method Phaser.GameObjects.Components.Flip#toggleFlipX
     * @since 3.0.0
     * 
     * @return {this} This Game Object instance.
     */
    toggleFlipX: function ()
    {
        this.flipX = !this.flipX;

        return this;
    },

    /**
     * Toggles the vertical flipped state of this Game Object.
     * 
     * @method Phaser.GameObjects.Components.Flip#toggleFlipY
     * @since 3.0.0
     * 
     * @return {this} This Game Object instance.
     */
    toggleFlipY: function ()
    {
        this.flipY = !this.flipY;

        return this;
    },

    /**
     * Sets the horizontal flipped state of this Game Object.
     * 
     * A Game Object that is flipped horizontally will render inversed on the horizontal axis.
     * Flipping always takes place from the middle of the texture and does not impact the scale value.
     * If this Game Object has a physics body, it will not change the body. This is a rendering toggle only.
     * 
     * @method Phaser.GameObjects.Components.Flip#setFlipX
     * @since 3.0.0
     *
     * @param {boolean} value - The flipped state. `false` for no flip, or `true` to be flipped.
     * 
     * @return {this} This Game Object instance.
     */
    setFlipX: function (value)
    {
        this.flipX = value;

        return this;
    },

    /**
     * Sets the vertical flipped state of this Game Object.
     * 
     * @method Phaser.GameObjects.Components.Flip#setFlipY
     * @since 3.0.0
     *
     * @param {boolean} value - The flipped state. `false` for no flip, or `true` to be flipped.
     * 
     * @return {this} This Game Object instance.
     */
    setFlipY: function (value)
    {
        this.flipY = value;

        return this;
    },

    /**
     * Sets the horizontal and vertical flipped state of this Game Object.
     * 
     * A Game Object that is flipped will render inversed on the flipped axis.
     * Flipping always takes place from the middle of the texture and does not impact the scale value.
     * If this Game Object has a physics body, it will not change the body. This is a rendering toggle only.
     * 
     * @method Phaser.GameObjects.Components.Flip#setFlip
     * @since 3.0.0
     *
     * @param {boolean} x - The horizontal flipped state. `false` for no flip, or `true` to be flipped.
     * @param {boolean} y - The horizontal flipped state. `false` for no flip, or `true` to be flipped.
     * 
     * @return {this} This Game Object instance.
     */
    setFlip: function (x, y)
    {
        this.flipX = x;
        this.flipY = y;

        return this;
    },

    /**
     * Resets the horizontal and vertical flipped state of this Game Object back to their default un-flipped state.
     * 
     * @method Phaser.GameObjects.Components.Flip#resetFlip
     * @since 3.0.0
     *
     * @return {this} This Game Object instance.
     */
    resetFlip: function ()
    {
        this.flipX = false;
        this.flipY = false;

        return this;
    }

};

module.exports = Flip;


/***/ }),
/* 189 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * Provides methods used for getting and setting the Scroll Factor of a Game Object.
 *
 * @namespace Phaser.GameObjects.Components.ScrollFactor
 * @since 3.0.0
 */

var ScrollFactor = {

    /**
     * The horizontal scroll factor of this Game Object.
     *
     * The scroll factor controls the influence of the movement of a Camera upon this Game Object.
     *
     * When a camera scrolls it will change the location at which this Game Object is rendered on-screen.
     * It does not change the Game Objects actual position values.
     *
     * A value of 1 means it will move exactly in sync with a camera.
     * A value of 0 means it will not move at all, even if the camera moves.
     * Other values control the degree to which the camera movement is mapped to this Game Object.
     * 
     * Please be aware that scroll factor values other than 1 are not taken in to consideration when
     * calculating physics collisions. Bodies always collide based on their world position, but changing
     * the scroll factor is a visual adjustment to where the textures are rendered, which can offset
     * them from physics bodies if not accounted for in your code.
     *
     * @name Phaser.GameObjects.Components.ScrollFactor#scrollFactorX
     * @type {number}
     * @default 1
     * @since 3.0.0
     */
    scrollFactorX: 1,

    /**
     * The vertical scroll factor of this Game Object.
     *
     * The scroll factor controls the influence of the movement of a Camera upon this Game Object.
     *
     * When a camera scrolls it will change the location at which this Game Object is rendered on-screen.
     * It does not change the Game Objects actual position values.
     *
     * A value of 1 means it will move exactly in sync with a camera.
     * A value of 0 means it will not move at all, even if the camera moves.
     * Other values control the degree to which the camera movement is mapped to this Game Object.
     * 
     * Please be aware that scroll factor values other than 1 are not taken in to consideration when
     * calculating physics collisions. Bodies always collide based on their world position, but changing
     * the scroll factor is a visual adjustment to where the textures are rendered, which can offset
     * them from physics bodies if not accounted for in your code.
     *
     * @name Phaser.GameObjects.Components.ScrollFactor#scrollFactorY
     * @type {number}
     * @default 1
     * @since 3.0.0
     */
    scrollFactorY: 1,

    /**
     * Sets the scroll factor of this Game Object.
     *
     * The scroll factor controls the influence of the movement of a Camera upon this Game Object.
     *
     * When a camera scrolls it will change the location at which this Game Object is rendered on-screen.
     * It does not change the Game Objects actual position values.
     *
     * A value of 1 means it will move exactly in sync with a camera.
     * A value of 0 means it will not move at all, even if the camera moves.
     * Other values control the degree to which the camera movement is mapped to this Game Object.
     * 
     * Please be aware that scroll factor values other than 1 are not taken in to consideration when
     * calculating physics collisions. Bodies always collide based on their world position, but changing
     * the scroll factor is a visual adjustment to where the textures are rendered, which can offset
     * them from physics bodies if not accounted for in your code.
     *
     * @method Phaser.GameObjects.Components.ScrollFactor#setScrollFactor
     * @since 3.0.0
     *
     * @param {number} x - The horizontal scroll factor of this Game Object.
     * @param {number} [y=x] - The vertical scroll factor of this Game Object. If not set it will use the `x` value.
     *
     * @return {this} This Game Object instance.
     */
    setScrollFactor: function (x, y)
    {
        if (y === undefined) { y = x; }

        this.scrollFactorX = x;
        this.scrollFactorY = y;

        return this;
    }

};

module.exports = ScrollFactor;


/***/ }),
/* 190 */
/***/ (function(module, exports, __webpack_require__) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

var MATH_CONST = __webpack_require__(1);
var TransformMatrix = __webpack_require__(191);
var WrapAngle = __webpack_require__(17);
var WrapAngleDegrees = __webpack_require__(18);

//  global bitmask flag for GameObject.renderMask (used by Scale)
var _FLAG = 4; // 0100

/**
 * Provides methods used for getting and setting the position, scale and rotation of a Game Object.
 *
 * @namespace Phaser.GameObjects.Components.Transform
 * @since 3.0.0
 */

var Transform = {

    /**
     * Private internal value. Holds the horizontal scale value.
     * 
     * @name Phaser.GameObjects.Components.Transform#_scaleX
     * @type {number}
     * @private
     * @default 1
     * @since 3.0.0
     */
    _scaleX: 1,

    /**
     * Private internal value. Holds the vertical scale value.
     * 
     * @name Phaser.GameObjects.Components.Transform#_scaleY
     * @type {number}
     * @private
     * @default 1
     * @since 3.0.0
     */
    _scaleY: 1,

    /**
     * Private internal value. Holds the rotation value in radians.
     * 
     * @name Phaser.GameObjects.Components.Transform#_rotation
     * @type {number}
     * @private
     * @default 0
     * @since 3.0.0
     */
    _rotation: 0,

    /**
     * The x position of this Game Object.
     *
     * @name Phaser.GameObjects.Components.Transform#x
     * @type {number}
     * @default 0
     * @since 3.0.0
     */
    x: 0,

    /**
     * The y position of this Game Object.
     *
     * @name Phaser.GameObjects.Components.Transform#y
     * @type {number}
     * @default 0
     * @since 3.0.0
     */
    y: 0,

    /**
     * The z position of this Game Object.
     * Note: Do not use this value to set the z-index, instead see the `depth` property.
     *
     * @name Phaser.GameObjects.Components.Transform#z
     * @type {number}
     * @default 0
     * @since 3.0.0
     */
    z: 0,

    /**
     * The w position of this Game Object.
     *
     * @name Phaser.GameObjects.Components.Transform#w
     * @type {number}
     * @default 0
     * @since 3.0.0
     */
    w: 0,

    /**
     * This is a special setter that allows you to set both the horizontal and vertical scale of this Game Object
     * to the same value, at the same time. When reading this value the result returned is `(scaleX + scaleY) / 2`.
     * 
     * Use of this property implies you wish the horizontal and vertical scales to be equal to each other. If this
     * isn't the case, use the `scaleX` or `scaleY` properties instead.
     *
     * @name Phaser.GameObjects.Components.Transform#scale
     * @type {number}
     * @default 1
     * @since 3.18.0
     */
    scale: {

        get: function ()
        {
            return (this._scaleX + this._scaleY) / 2;
        },

        set: function (value)
        {
            this._scaleX = value;
            this._scaleY = value;

            if (value === 0)
            {
                this.renderFlags &= ~_FLAG;
            }
            else
            {
                this.renderFlags |= _FLAG;
            }
        }

    },

    /**
     * The horizontal scale of this Game Object.
     *
     * @name Phaser.GameObjects.Components.Transform#scaleX
     * @type {number}
     * @default 1
     * @since 3.0.0
     */
    scaleX: {

        get: function ()
        {
            return this._scaleX;
        },

        set: function (value)
        {
            this._scaleX = value;

            if (value === 0)
            {
                this.renderFlags &= ~_FLAG;
            }
            else
            {
                this.renderFlags |= _FLAG;
            }
        }

    },

    /**
     * The vertical scale of this Game Object.
     *
     * @name Phaser.GameObjects.Components.Transform#scaleY
     * @type {number}
     * @default 1
     * @since 3.0.0
     */
    scaleY: {

        get: function ()
        {
            return this._scaleY;
        },

        set: function (value)
        {
            this._scaleY = value;

            if (value === 0)
            {
                this.renderFlags &= ~_FLAG;
            }
            else
            {
                this.renderFlags |= _FLAG;
            }
        }

    },

    /**
     * The angle of this Game Object as expressed in degrees.
     * 
     * Phaser uses a right-hand clockwise rotation system, where 0 is right, 90 is down, 180/-180 is left
     * and -90 is up.
     *
     * If you prefer to work in radians, see the `rotation` property instead.
     *
     * @name Phaser.GameObjects.Components.Transform#angle
     * @type {integer}
     * @default 0
     * @since 3.0.0
     */
    angle: {

        get: function ()
        {
            return WrapAngleDegrees(this._rotation * MATH_CONST.RAD_TO_DEG);
        },

        set: function (value)
        {
            //  value is in degrees
            this.rotation = WrapAngleDegrees(value) * MATH_CONST.DEG_TO_RAD;
        }
    },

    /**
     * The angle of this Game Object in radians.
     * 
     * Phaser uses a right-hand clockwise rotation system, where 0 is right, 90 is down, 180/-180 is left
     * and -90 is up.
     *
     * If you prefer to work in degrees, see the `angle` property instead.
     *
     * @name Phaser.GameObjects.Components.Transform#rotation
     * @type {number}
     * @default 1
     * @since 3.0.0
     */
    rotation: {

        get: function ()
        {
            return this._rotation;
        },

        set: function (value)
        {
            //  value is in radians
            this._rotation = WrapAngle(value);
        }
    },

    /**
     * Sets the position of this Game Object.
     *
     * @method Phaser.GameObjects.Components.Transform#setPosition
     * @since 3.0.0
     *
     * @param {number} [x=0] - The x position of this Game Object.
     * @param {number} [y=x] - The y position of this Game Object. If not set it will use the `x` value.
     * @param {number} [z=0] - The z position of this Game Object.
     * @param {number} [w=0] - The w position of this Game Object.
     *
     * @return {this} This Game Object instance.
     */
    setPosition: function (x, y, z, w)
    {
        if (x === undefined) { x = 0; }
        if (y === undefined) { y = x; }
        if (z === undefined) { z = 0; }
        if (w === undefined) { w = 0; }

        this.x = x;
        this.y = y;
        this.z = z;
        this.w = w;

        return this;
    },

    /**
     * Sets the position of this Game Object to be a random position within the confines of
     * the given area.
     * 
     * If no area is specified a random position between 0 x 0 and the game width x height is used instead.
     *
     * The position does not factor in the size of this Game Object, meaning that only the origin is
     * guaranteed to be within the area.
     *
     * @method Phaser.GameObjects.Components.Transform#setRandomPosition
     * @since 3.8.0
     *
     * @param {number} [x=0] - The x position of the top-left of the random area.
     * @param {number} [y=0] - The y position of the top-left of the random area.
     * @param {number} [width] - The width of the random area.
     * @param {number} [height] - The height of the random area.
     *
     * @return {this} This Game Object instance.
     */
    setRandomPosition: function (x, y, width, height)
    {
        if (x === undefined) { x = 0; }
        if (y === undefined) { y = 0; }
        if (width === undefined) { width = this.scene.sys.scale.width; }
        if (height === undefined) { height = this.scene.sys.scale.height; }

        this.x = x + (Math.random() * width);
        this.y = y + (Math.random() * height);

        return this;
    },

    /**
     * Sets the rotation of this Game Object.
     *
     * @method Phaser.GameObjects.Components.Transform#setRotation
     * @since 3.0.0
     *
     * @param {number} [radians=0] - The rotation of this Game Object, in radians.
     *
     * @return {this} This Game Object instance.
     */
    setRotation: function (radians)
    {
        if (radians === undefined) { radians = 0; }

        this.rotation = radians;

        return this;
    },

    /**
     * Sets the angle of this Game Object.
     *
     * @method Phaser.GameObjects.Components.Transform#setAngle
     * @since 3.0.0
     *
     * @param {number} [degrees=0] - The rotation of this Game Object, in degrees.
     *
     * @return {this} This Game Object instance.
     */
    setAngle: function (degrees)
    {
        if (degrees === undefined) { degrees = 0; }

        this.angle = degrees;

        return this;
    },

    /**
     * Sets the scale of this Game Object.
     *
     * @method Phaser.GameObjects.Components.Transform#setScale
     * @since 3.0.0
     *
     * @param {number} x - The horizontal scale of this Game Object.
     * @param {number} [y=x] - The vertical scale of this Game Object. If not set it will use the `x` value.
     *
     * @return {this} This Game Object instance.
     */
    setScale: function (x, y)
    {
        if (x === undefined) { x = 1; }
        if (y === undefined) { y = x; }

        this.scaleX = x;
        this.scaleY = y;

        return this;
    },

    /**
     * Sets the x position of this Game Object.
     *
     * @method Phaser.GameObjects.Components.Transform#setX
     * @since 3.0.0
     *
     * @param {number} [value=0] - The x position of this Game Object.
     *
     * @return {this} This Game Object instance.
     */
    setX: function (value)
    {
        if (value === undefined) { value = 0; }

        this.x = value;

        return this;
    },

    /**
     * Sets the y position of this Game Object.
     *
     * @method Phaser.GameObjects.Components.Transform#setY
     * @since 3.0.0
     *
     * @param {number} [value=0] - The y position of this Game Object.
     *
     * @return {this} This Game Object instance.
     */
    setY: function (value)
    {
        if (value === undefined) { value = 0; }

        this.y = value;

        return this;
    },

    /**
     * Sets the z position of this Game Object.
     *
     * @method Phaser.GameObjects.Components.Transform#setZ
     * @since 3.0.0
     *
     * @param {number} [value=0] - The z position of this Game Object.
     *
     * @return {this} This Game Object instance.
     */
    setZ: function (value)
    {
        if (value === undefined) { value = 0; }

        this.z = value;

        return this;
    },

    /**
     * Sets the w position of this Game Object.
     *
     * @method Phaser.GameObjects.Components.Transform#setW
     * @since 3.0.0
     *
     * @param {number} [value=0] - The w position of this Game Object.
     *
     * @return {this} This Game Object instance.
     */
    setW: function (value)
    {
        if (value === undefined) { value = 0; }

        this.w = value;

        return this;
    },

    /**
     * Gets the local transform matrix for this Game Object.
     *
     * @method Phaser.GameObjects.Components.Transform#getLocalTransformMatrix
     * @since 3.4.0
     *
     * @param {Phaser.GameObjects.Components.TransformMatrix} [tempMatrix] - The matrix to populate with the values from this Game Object.
     *
     * @return {Phaser.GameObjects.Components.TransformMatrix} The populated Transform Matrix.
     */
    getLocalTransformMatrix: function (tempMatrix)
    {
        if (tempMatrix === undefined) { tempMatrix = new TransformMatrix(); }

        return tempMatrix.applyITRS(this.x, this.y, this._rotation, this._scaleX, this._scaleY);
    },

    /**
     * Gets the world transform matrix for this Game Object, factoring in any parent Containers.
     *
     * @method Phaser.GameObjects.Components.Transform#getWorldTransformMatrix
     * @since 3.4.0
     *
     * @param {Phaser.GameObjects.Components.TransformMatrix} [tempMatrix] - The matrix to populate with the values from this Game Object.
     * @param {Phaser.GameObjects.Components.TransformMatrix} [parentMatrix] - A temporary matrix to hold parent values during the calculations.
     *
     * @return {Phaser.GameObjects.Components.TransformMatrix} The populated Transform Matrix.
     */
    getWorldTransformMatrix: function (tempMatrix, parentMatrix)
    {
        if (tempMatrix === undefined) { tempMatrix = new TransformMatrix(); }
        if (parentMatrix === undefined) { parentMatrix = new TransformMatrix(); }

        var parent = this.parentContainer;

        if (!parent)
        {
            return this.getLocalTransformMatrix(tempMatrix);
        }

        tempMatrix.applyITRS(this.x, this.y, this._rotation, this._scaleX, this._scaleY);

        while (parent)
        {
            parentMatrix.applyITRS(parent.x, parent.y, parent._rotation, parent._scaleX, parent._scaleY);

            parentMatrix.multiply(tempMatrix, tempMatrix);

            parent = parent.parentContainer;
        }

        return tempMatrix;
    },

    /**
     * Gets the sum total rotation of all of this Game Objects parent Containers.
     * 
     * The returned value is in radians and will be zero if this Game Object has no parent container.
     *
     * @method Phaser.GameObjects.Components.Transform#getParentRotation
     * @since 3.18.0
     *
     * @return {number} The sum total rotation, in radians, of all parent containers of this Game Object.
     */
    getParentRotation: function ()
    {
        var rotation = 0;

        var parent = this.parentContainer;

        while (parent)
        {
            rotation += parent.rotation;

            parent = parent.parentContainer;
        }

        return rotation;
    }

};

module.exports = Transform;


/***/ }),
/* 191 */
/***/ (function(module, exports, __webpack_require__) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

var Class = __webpack_require__(0);
var MATH_CONST = __webpack_require__(1);
var Vector2 = __webpack_require__(5);

/**
 * @classdesc
 * A Matrix used for display transformations for rendering.
 *
 * It is represented like so:
 *
 * ```
 * | a | c | tx |
 * | b | d | ty |
 * | 0 | 0 | 1  |
 * ```
 *
 * @class TransformMatrix
 * @memberof Phaser.GameObjects.Components
 * @constructor
 * @since 3.0.0
 *
 * @param {number} [a=1] - The Scale X value.
 * @param {number} [b=0] - The Skew Y value.
 * @param {number} [c=0] - The Skew X value.
 * @param {number} [d=1] - The Scale Y value.
 * @param {number} [tx=0] - The Translate X value.
 * @param {number} [ty=0] - The Translate Y value.
 */
var TransformMatrix = new Class({

    initialize:

    function TransformMatrix (a, b, c, d, tx, ty)
    {
        if (a === undefined) { a = 1; }
        if (b === undefined) { b = 0; }
        if (c === undefined) { c = 0; }
        if (d === undefined) { d = 1; }
        if (tx === undefined) { tx = 0; }
        if (ty === undefined) { ty = 0; }

        /**
         * The matrix values.
         *
         * @name Phaser.GameObjects.Components.TransformMatrix#matrix
         * @type {Float32Array}
         * @since 3.0.0
         */
        this.matrix = new Float32Array([ a, b, c, d, tx, ty, 0, 0, 1 ]);

        /**
         * The decomposed matrix.
         *
         * @name Phaser.GameObjects.Components.TransformMatrix#decomposedMatrix
         * @type {object}
         * @since 3.0.0
         */
        this.decomposedMatrix = {
            translateX: 0,
            translateY: 0,
            scaleX: 1,
            scaleY: 1,
            rotation: 0
        };
    },

    /**
     * The Scale X value.
     *
     * @name Phaser.GameObjects.Components.TransformMatrix#a
     * @type {number}
     * @since 3.4.0
     */
    a: {

        get: function ()
        {
            return this.matrix[0];
        },

        set: function (value)
        {
            this.matrix[0] = value;
        }

    },

    /**
     * The Skew Y value.
     *
     * @name Phaser.GameObjects.Components.TransformMatrix#b
     * @type {number}
     * @since 3.4.0
     */
    b: {

        get: function ()
        {
            return this.matrix[1];
        },

        set: function (value)
        {
            this.matrix[1] = value;
        }

    },

    /**
     * The Skew X value.
     *
     * @name Phaser.GameObjects.Components.TransformMatrix#c
     * @type {number}
     * @since 3.4.0
     */
    c: {

        get: function ()
        {
            return this.matrix[2];
        },

        set: function (value)
        {
            this.matrix[2] = value;
        }

    },

    /**
     * The Scale Y value.
     *
     * @name Phaser.GameObjects.Components.TransformMatrix#d
     * @type {number}
     * @since 3.4.0
     */
    d: {

        get: function ()
        {
            return this.matrix[3];
        },

        set: function (value)
        {
            this.matrix[3] = value;
        }

    },

    /**
     * The Translate X value.
     *
     * @name Phaser.GameObjects.Components.TransformMatrix#e
     * @type {number}
     * @since 3.11.0
     */
    e: {

        get: function ()
        {
            return this.matrix[4];
        },

        set: function (value)
        {
            this.matrix[4] = value;
        }

    },

    /**
     * The Translate Y value.
     *
     * @name Phaser.GameObjects.Components.TransformMatrix#f
     * @type {number}
     * @since 3.11.0
     */
    f: {

        get: function ()
        {
            return this.matrix[5];
        },

        set: function (value)
        {
            this.matrix[5] = value;
        }

    },

    /**
     * The Translate X value.
     *
     * @name Phaser.GameObjects.Components.TransformMatrix#tx
     * @type {number}
     * @since 3.4.0
     */
    tx: {

        get: function ()
        {
            return this.matrix[4];
        },

        set: function (value)
        {
            this.matrix[4] = value;
        }

    },

    /**
     * The Translate Y value.
     *
     * @name Phaser.GameObjects.Components.TransformMatrix#ty
     * @type {number}
     * @since 3.4.0
     */
    ty: {

        get: function ()
        {
            return this.matrix[5];
        },

        set: function (value)
        {
            this.matrix[5] = value;
        }

    },

    /**
     * The rotation of the Matrix. Value is in radians.
     *
     * @name Phaser.GameObjects.Components.TransformMatrix#rotation
     * @type {number}
     * @readonly
     * @since 3.4.0
     */
    rotation: {

        get: function ()
        {
            return Math.acos(this.a / this.scaleX) * ((Math.atan(-this.c / this.a) < 0) ? -1 : 1);
        }

    },

    /**
     * The rotation of the Matrix, normalized to be within the Phaser right-handed
     * clockwise rotation space. Value is in radians.
     *
     * @name Phaser.GameObjects.Components.TransformMatrix#rotationNormalized
     * @type {number}
     * @readonly
     * @since 3.19.0
     */
    rotationNormalized: {

        get: function ()
        {
            var matrix = this.matrix;

            var a = matrix[0];
            var b = matrix[1];
            var c = matrix[2];
            var d = matrix[3];

            if (a || b)
            {
                // var r = Math.sqrt(a * a + b * b);
    
                return (b > 0) ? Math.acos(a / this.scaleX) : -Math.acos(a / this.scaleX);
            }
            else if (c || d)
            {
                // var s = Math.sqrt(c * c + d * d);
    
                return MATH_CONST.TAU - ((d > 0) ? Math.acos(-c / this.scaleY) : -Math.acos(c / this.scaleY));
            }
            else
            {
                return 0;
            }
        }

    },

    /**
     * The decomposed horizontal scale of the Matrix. This value is always positive.
     *
     * @name Phaser.GameObjects.Components.TransformMatrix#scaleX
     * @type {number}
     * @readonly
     * @since 3.4.0
     */
    scaleX: {

        get: function ()
        {
            return Math.sqrt((this.a * this.a) + (this.b * this.b));
        }

    },

    /**
     * The decomposed vertical scale of the Matrix. This value is always positive.
     *
     * @name Phaser.GameObjects.Components.TransformMatrix#scaleY
     * @type {number}
     * @readonly
     * @since 3.4.0
     */
    scaleY: {

        get: function ()
        {
            return Math.sqrt((this.c * this.c) + (this.d * this.d));
        }

    },

    /**
     * Reset the Matrix to an identity matrix.
     *
     * @method Phaser.GameObjects.Components.TransformMatrix#loadIdentity
     * @since 3.0.0
     *
     * @return {this} This TransformMatrix.
     */
    loadIdentity: function ()
    {
        var matrix = this.matrix;

        matrix[0] = 1;
        matrix[1] = 0;
        matrix[2] = 0;
        matrix[3] = 1;
        matrix[4] = 0;
        matrix[5] = 0;

        return this;
    },

    /**
     * Translate the Matrix.
     *
     * @method Phaser.GameObjects.Components.TransformMatrix#translate
     * @since 3.0.0
     *
     * @param {number} x - The horizontal translation value.
     * @param {number} y - The vertical translation value.
     *
     * @return {this} This TransformMatrix.
     */
    translate: function (x, y)
    {
        var matrix = this.matrix;

        matrix[4] = matrix[0] * x + matrix[2] * y + matrix[4];
        matrix[5] = matrix[1] * x + matrix[3] * y + matrix[5];

        return this;
    },

    /**
     * Scale the Matrix.
     *
     * @method Phaser.GameObjects.Components.TransformMatrix#scale
     * @since 3.0.0
     *
     * @param {number} x - The horizontal scale value.
     * @param {number} y - The vertical scale value.
     *
     * @return {this} This TransformMatrix.
     */
    scale: function (x, y)
    {
        var matrix = this.matrix;

        matrix[0] *= x;
        matrix[1] *= x;
        matrix[2] *= y;
        matrix[3] *= y;

        return this;
    },

    /**
     * Rotate the Matrix.
     *
     * @method Phaser.GameObjects.Components.TransformMatrix#rotate
     * @since 3.0.0
     *
     * @param {number} angle - The angle of rotation in radians.
     *
     * @return {this} This TransformMatrix.
     */
    rotate: function (angle)
    {
        var sin = Math.sin(angle);
        var cos = Math.cos(angle);

        var matrix = this.matrix;

        var a = matrix[0];
        var b = matrix[1];
        var c = matrix[2];
        var d = matrix[3];

        matrix[0] = a * cos + c * sin;
        matrix[1] = b * cos + d * sin;
        matrix[2] = a * -sin + c * cos;
        matrix[3] = b * -sin + d * cos;

        return this;
    },

    /**
     * Multiply this Matrix by the given Matrix.
     * 
     * If an `out` Matrix is given then the results will be stored in it.
     * If it is not given, this matrix will be updated in place instead.
     * Use an `out` Matrix if you do not wish to mutate this matrix.
     *
     * @method Phaser.GameObjects.Components.TransformMatrix#multiply
     * @since 3.0.0
     *
     * @param {Phaser.GameObjects.Components.TransformMatrix} rhs - The Matrix to multiply by.
     * @param {Phaser.GameObjects.Components.TransformMatrix} [out] - An optional Matrix to store the results in.
     *
     * @return {Phaser.GameObjects.Components.TransformMatrix} Either this TransformMatrix, or the `out` Matrix, if given in the arguments.
     */
    multiply: function (rhs, out)
    {
        var matrix = this.matrix;
        var source = rhs.matrix;

        var localA = matrix[0];
        var localB = matrix[1];
        var localC = matrix[2];
        var localD = matrix[3];
        var localE = matrix[4];
        var localF = matrix[5];

        var sourceA = source[0];
        var sourceB = source[1];
        var sourceC = source[2];
        var sourceD = source[3];
        var sourceE = source[4];
        var sourceF = source[5];

        var destinationMatrix = (out === undefined) ? this : out;

        destinationMatrix.a = (sourceA * localA) + (sourceB * localC);
        destinationMatrix.b = (sourceA * localB) + (sourceB * localD);
        destinationMatrix.c = (sourceC * localA) + (sourceD * localC);
        destinationMatrix.d = (sourceC * localB) + (sourceD * localD);
        destinationMatrix.e = (sourceE * localA) + (sourceF * localC) + localE;
        destinationMatrix.f = (sourceE * localB) + (sourceF * localD) + localF;

        return destinationMatrix;
    },

    /**
     * Multiply this Matrix by the matrix given, including the offset.
     * 
     * The offsetX is added to the tx value: `offsetX * a + offsetY * c + tx`.
     * The offsetY is added to the ty value: `offsetY * b + offsetY * d + ty`.
     *
     * @method Phaser.GameObjects.Components.TransformMatrix#multiplyWithOffset
     * @since 3.11.0
     *
     * @param {Phaser.GameObjects.Components.TransformMatrix} src - The source Matrix to copy from.
     * @param {number} offsetX - Horizontal offset to factor in to the multiplication.
     * @param {number} offsetY - Vertical offset to factor in to the multiplication.
     *
     * @return {this} This TransformMatrix.
     */
    multiplyWithOffset: function (src, offsetX, offsetY)
    {
        var matrix = this.matrix;
        var otherMatrix = src.matrix;

        var a0 = matrix[0];
        var b0 = matrix[1];
        var c0 = matrix[2];
        var d0 = matrix[3];
        var tx0 = matrix[4];
        var ty0 = matrix[5];

        var pse = offsetX * a0 + offsetY * c0 + tx0;
        var psf = offsetX * b0 + offsetY * d0 + ty0;

        var a1 = otherMatrix[0];
        var b1 = otherMatrix[1];
        var c1 = otherMatrix[2];
        var d1 = otherMatrix[3];
        var tx1 = otherMatrix[4];
        var ty1 = otherMatrix[5];

        matrix[0] = a1 * a0 + b1 * c0;
        matrix[1] = a1 * b0 + b1 * d0;
        matrix[2] = c1 * a0 + d1 * c0;
        matrix[3] = c1 * b0 + d1 * d0;
        matrix[4] = tx1 * a0 + ty1 * c0 + pse;
        matrix[5] = tx1 * b0 + ty1 * d0 + psf;

        return this;
    },

    /**
     * Transform the Matrix.
     *
     * @method Phaser.GameObjects.Components.TransformMatrix#transform
     * @since 3.0.0
     *
     * @param {number} a - The Scale X value.
     * @param {number} b - The Shear Y value.
     * @param {number} c - The Shear X value.
     * @param {number} d - The Scale Y value.
     * @param {number} tx - The Translate X value.
     * @param {number} ty - The Translate Y value.
     *
     * @return {this} This TransformMatrix.
     */
    transform: function (a, b, c, d, tx, ty)
    {
        var matrix = this.matrix;

        var a0 = matrix[0];
        var b0 = matrix[1];
        var c0 = matrix[2];
        var d0 = matrix[3];
        var tx0 = matrix[4];
        var ty0 = matrix[5];

        matrix[0] = a * a0 + b * c0;
        matrix[1] = a * b0 + b * d0;
        matrix[2] = c * a0 + d * c0;
        matrix[3] = c * b0 + d * d0;
        matrix[4] = tx * a0 + ty * c0 + tx0;
        matrix[5] = tx * b0 + ty * d0 + ty0;

        return this;
    },

    /**
     * Transform a point using this Matrix.
     *
     * @method Phaser.GameObjects.Components.TransformMatrix#transformPoint
     * @since 3.0.0
     *
     * @param {number} x - The x coordinate of the point to transform.
     * @param {number} y - The y coordinate of the point to transform.
     * @param {(Phaser.Geom.Point|Phaser.Math.Vector2|object)} point - The Point object to store the transformed coordinates.
     *
     * @return {(Phaser.Geom.Point|Phaser.Math.Vector2|object)} The Point containing the transformed coordinates.
     */
    transformPoint: function (x, y, point)
    {
        if (point === undefined) { point = { x: 0, y: 0 }; }

        var matrix = this.matrix;

        var a = matrix[0];
        var b = matrix[1];
        var c = matrix[2];
        var d = matrix[3];
        var tx = matrix[4];
        var ty = matrix[5];

        point.x = x * a + y * c + tx;
        point.y = x * b + y * d + ty;

        return point;
    },

    /**
     * Invert the Matrix.
     *
     * @method Phaser.GameObjects.Components.TransformMatrix#invert
     * @since 3.0.0
     *
     * @return {this} This TransformMatrix.
     */
    invert: function ()
    {
        var matrix = this.matrix;

        var a = matrix[0];
        var b = matrix[1];
        var c = matrix[2];
        var d = matrix[3];
        var tx = matrix[4];
        var ty = matrix[5];

        var n = a * d - b * c;

        matrix[0] = d / n;
        matrix[1] = -b / n;
        matrix[2] = -c / n;
        matrix[3] = a / n;
        matrix[4] = (c * ty - d * tx) / n;
        matrix[5] = -(a * ty - b * tx) / n;

        return this;
    },

    /**
     * Set the values of this Matrix to copy those of the matrix given.
     *
     * @method Phaser.GameObjects.Components.TransformMatrix#copyFrom
     * @since 3.11.0
     *
     * @param {Phaser.GameObjects.Components.TransformMatrix} src - The source Matrix to copy from.
     *
     * @return {this} This TransformMatrix.
     */
    copyFrom: function (src)
    {
        var matrix = this.matrix;

        matrix[0] = src.a;
        matrix[1] = src.b;
        matrix[2] = src.c;
        matrix[3] = src.d;
        matrix[4] = src.e;
        matrix[5] = src.f;

        return this;
    },

    /**
     * Set the values of this Matrix to copy those of the array given.
     * Where array indexes 0, 1, 2, 3, 4 and 5 are mapped to a, b, c, d, e and f.
     *
     * @method Phaser.GameObjects.Components.TransformMatrix#copyFromArray
     * @since 3.11.0
     *
     * @param {array} src - The array of values to set into this matrix.
     *
     * @return {this} This TransformMatrix.
     */
    copyFromArray: function (src)
    {
        var matrix = this.matrix;

        matrix[0] = src[0];
        matrix[1] = src[1];
        matrix[2] = src[2];
        matrix[3] = src[3];
        matrix[4] = src[4];
        matrix[5] = src[5];

        return this;
    },

    /**
     * Copy the values from this Matrix to the given Canvas Rendering Context.
     * This will use the Context.transform method.
     *
     * @method Phaser.GameObjects.Components.TransformMatrix#copyToContext
     * @since 3.12.0
     *
     * @param {CanvasRenderingContext2D} ctx - The Canvas Rendering Context to copy the matrix values to.
     *
     * @return {CanvasRenderingContext2D} The Canvas Rendering Context.
     */
    copyToContext: function (ctx)
    {
        var matrix = this.matrix;

        ctx.transform(matrix[0], matrix[1], matrix[2], matrix[3], matrix[4], matrix[5]);

        return ctx;
    },

    /**
     * Copy the values from this Matrix to the given Canvas Rendering Context.
     * This will use the Context.setTransform method.
     *
     * @method Phaser.GameObjects.Components.TransformMatrix#setToContext
     * @since 3.12.0
     *
     * @param {CanvasRenderingContext2D} ctx - The Canvas Rendering Context to copy the matrix values to.
     *
     * @return {CanvasRenderingContext2D} The Canvas Rendering Context.
     */
    setToContext: function (ctx)
    {
        var matrix = this.matrix;

        ctx.setTransform(matrix[0], matrix[1], matrix[2], matrix[3], matrix[4], matrix[5]);

        return ctx;
    },

    /**
     * Copy the values in this Matrix to the array given.
     * 
     * Where array indexes 0, 1, 2, 3, 4 and 5 are mapped to a, b, c, d, e and f.
     *
     * @method Phaser.GameObjects.Components.TransformMatrix#copyToArray
     * @since 3.12.0
     *
     * @param {array} [out] - The array to copy the matrix values in to.
     *
     * @return {array} An array where elements 0 to 5 contain the values from this matrix.
     */
    copyToArray: function (out)
    {
        var matrix = this.matrix;

        if (out === undefined)
        {
            out = [ matrix[0], matrix[1], matrix[2], matrix[3], matrix[4], matrix[5] ];
        }
        else
        {
            out[0] = matrix[0];
            out[1] = matrix[1];
            out[2] = matrix[2];
            out[3] = matrix[3];
            out[4] = matrix[4];
            out[5] = matrix[5];
        }

        return out;
    },

    /**
     * Set the values of this Matrix.
     *
     * @method Phaser.GameObjects.Components.TransformMatrix#setTransform
     * @since 3.0.0
     *
     * @param {number} a - The Scale X value.
     * @param {number} b - The Shear Y value.
     * @param {number} c - The Shear X value.
     * @param {number} d - The Scale Y value.
     * @param {number} tx - The Translate X value.
     * @param {number} ty - The Translate Y value.
     *
     * @return {this} This TransformMatrix.
     */
    setTransform: function (a, b, c, d, tx, ty)
    {
        var matrix = this.matrix;

        matrix[0] = a;
        matrix[1] = b;
        matrix[2] = c;
        matrix[3] = d;
        matrix[4] = tx;
        matrix[5] = ty;

        return this;
    },

    /**
     * Decompose this Matrix into its translation, scale and rotation values using QR decomposition.
     * 
     * The result must be applied in the following order to reproduce the current matrix:
     * 
     * translate -> rotate -> scale
     *
     * @method Phaser.GameObjects.Components.TransformMatrix#decomposeMatrix
     * @since 3.0.0
     *
     * @return {object} The decomposed Matrix.
     */
    decomposeMatrix: function ()
    {
        var decomposedMatrix = this.decomposedMatrix;

        var matrix = this.matrix;

        //  a = scale X (1)
        //  b = shear Y (0)
        //  c = shear X (0)
        //  d = scale Y (1)

        var a = matrix[0];
        var b = matrix[1];
        var c = matrix[2];
        var d = matrix[3];

        var determ = a * d - b * c;

        decomposedMatrix.translateX = matrix[4];
        decomposedMatrix.translateY = matrix[5];

        if (a || b)
        {
            var r = Math.sqrt(a * a + b * b);

            decomposedMatrix.rotation = (b > 0) ? Math.acos(a / r) : -Math.acos(a / r);
            decomposedMatrix.scaleX = r;
            decomposedMatrix.scaleY = determ / r;
        }
        else if (c || d)
        {
            var s = Math.sqrt(c * c + d * d);

            decomposedMatrix.rotation = Math.PI * 0.5 - (d > 0 ? Math.acos(-c / s) : -Math.acos(c / s));
            decomposedMatrix.scaleX = determ / s;
            decomposedMatrix.scaleY = s;
        }
        else
        {
            decomposedMatrix.rotation = 0;
            decomposedMatrix.scaleX = 0;
            decomposedMatrix.scaleY = 0;
        }

        return decomposedMatrix;
    },

    /**
     * Apply the identity, translate, rotate and scale operations on the Matrix.
     *
     * @method Phaser.GameObjects.Components.TransformMatrix#applyITRS
     * @since 3.0.0
     *
     * @param {number} x - The horizontal translation.
     * @param {number} y - The vertical translation.
     * @param {number} rotation - The angle of rotation in radians.
     * @param {number} scaleX - The horizontal scale.
     * @param {number} scaleY - The vertical scale.
     *
     * @return {this} This TransformMatrix.
     */
    applyITRS: function (x, y, rotation, scaleX, scaleY)
    {
        var matrix = this.matrix;

        var radianSin = Math.sin(rotation);
        var radianCos = Math.cos(rotation);

        // Translate
        matrix[4] = x;
        matrix[5] = y;

        // Rotate and Scale
        matrix[0] = radianCos * scaleX;
        matrix[1] = radianSin * scaleX;
        matrix[2] = -radianSin * scaleY;
        matrix[3] = radianCos * scaleY;

        return this;
    },

    /**
     * Takes the `x` and `y` values and returns a new position in the `output` vector that is the inverse of
     * the current matrix with its transformation applied.
     * 
     * Can be used to translate points from world to local space.
     *
     * @method Phaser.GameObjects.Components.TransformMatrix#applyInverse
     * @since 3.12.0
     *
     * @param {number} x - The x position to translate.
     * @param {number} y - The y position to translate.
     * @param {Phaser.Math.Vector2} [output] - A Vector2, or point-like object, to store the results in.
     *
     * @return {Phaser.Math.Vector2} The coordinates, inverse-transformed through this matrix.
     */
    applyInverse: function (x, y, output)
    {
        if (output === undefined) { output = new Vector2(); }

        var matrix = this.matrix;

        var a = matrix[0];
        var b = matrix[1];
        var c = matrix[2];
        var d = matrix[3];
        var tx = matrix[4];
        var ty = matrix[5];

        var id = 1 / ((a * d) + (c * -b));

        output.x = (d * id * x) + (-c * id * y) + (((ty * c) - (tx * d)) * id);
        output.y = (a * id * y) + (-b * id * x) + (((-ty * a) + (tx * b)) * id);

        return output;
    },

    /**
     * Returns the X component of this matrix multiplied by the given values.
     * This is the same as `x * a + y * c + e`.
     *
     * @method Phaser.GameObjects.Components.TransformMatrix#getX
     * @since 3.12.0
     * 
     * @param {number} x - The x value.
     * @param {number} y - The y value.
     *
     * @return {number} The calculated x value.
     */
    getX: function (x, y)
    {
        return x * this.a + y * this.c + this.e;
    },

    /**
     * Returns the Y component of this matrix multiplied by the given values.
     * This is the same as `x * b + y * d + f`.
     *
     * @method Phaser.GameObjects.Components.TransformMatrix#getY
     * @since 3.12.0
     * 
     * @param {number} x - The x value.
     * @param {number} y - The y value.
     *
     * @return {number} The calculated y value.
     */
    getY: function (x, y)
    {
        return x * this.b + y * this.d + this.f;
    },

    /**
     * Returns a string that can be used in a CSS Transform call as a `matrix` property.
     *
     * @method Phaser.GameObjects.Components.TransformMatrix#getCSSMatrix
     * @since 3.12.0
     *
     * @return {string} A string containing the CSS Transform matrix values.
     */
    getCSSMatrix: function ()
    {
        var m = this.matrix;

        return 'matrix(' + m[0] + ',' + m[1] + ',' + m[2] + ',' + m[3] + ',' + m[4] + ',' + m[5] + ')';
    },

    /**
     * Destroys this Transform Matrix.
     *
     * @method Phaser.GameObjects.Components.TransformMatrix#destroy
     * @since 3.4.0
     */
    destroy: function ()
    {
        this.matrix = null;
        this.decomposedMatrix = null;
    }

});

module.exports = TransformMatrix;


/***/ }),
/* 192 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

//  bitmask flag for GameObject.renderMask
var _FLAG = 1; // 0001

/**
 * Provides methods used for setting the visibility of a Game Object.
 * Should be applied as a mixin and not used directly.
 * 
 * @namespace Phaser.GameObjects.Components.Visible
 * @since 3.0.0
 */

var Visible = {

    /**
     * Private internal value. Holds the visible value.
     * 
     * @name Phaser.GameObjects.Components.Visible#_visible
     * @type {boolean}
     * @private
     * @default true
     * @since 3.0.0
     */
    _visible: true,

    /**
     * The visible state of the Game Object.
     * 
     * An invisible Game Object will skip rendering, but will still process update logic.
     * 
     * @name Phaser.GameObjects.Components.Visible#visible
     * @type {boolean}
     * @since 3.0.0
     */
    visible: {

        get: function ()
        {
            return this._visible;
        },

        set: function (value)
        {
            if (value)
            {
                this._visible = true;
                this.renderFlags |= _FLAG;
            }
            else
            {
                this._visible = false;
                this.renderFlags &= ~_FLAG;
            }
        }

    },

    /**
     * Sets the visibility of this Game Object.
     * 
     * An invisible Game Object will skip rendering, but will still process update logic.
     *
     * @method Phaser.GameObjects.Components.Visible#setVisible
     * @since 3.0.0
     *
     * @param {boolean} value - The visible state of the Game Object.
     * 
     * @return {this} This Game Object instance.
     */
    setVisible: function (value)
    {
        this.visible = value;

        return this;
    }
};

module.exports = Visible;


/***/ }),
/* 193 */
/***/ (function(module, exports, __webpack_require__) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

var Class = __webpack_require__(0);
var ComponentsToJSON = __webpack_require__(194);
var DataManager = __webpack_require__(195);
var EventEmitter = __webpack_require__(201);
var Events = __webpack_require__(202);

/**
 * @classdesc
 * The base class that all Game Objects extend.
 * You don't create GameObjects directly and they cannot be added to the display list.
 * Instead, use them as the base for your own custom classes.
 *
 * @class GameObject
 * @memberof Phaser.GameObjects
 * @extends Phaser.Events.EventEmitter
 * @constructor
 * @since 3.0.0
 *
 * @param {Phaser.Scene} scene - The Scene to which this Game Object belongs.
 * @param {string} type - A textual representation of the type of Game Object, i.e. `sprite`.
 */
var GameObject = new Class({

    Extends: EventEmitter,

    initialize:

    function GameObject (scene, type)
    {
        EventEmitter.call(this);

        /**
         * The Scene to which this Game Object belongs.
         * Game Objects can only belong to one Scene.
         *
         * @name Phaser.GameObjects.GameObject#scene
         * @type {Phaser.Scene}
         * @protected
         * @since 3.0.0
         */
        this.scene = scene;

        /**
         * A textual representation of this Game Object, i.e. `sprite`.
         * Used internally by Phaser but is available for your own custom classes to populate.
         *
         * @name Phaser.GameObjects.GameObject#type
         * @type {string}
         * @since 3.0.0
         */
        this.type = type;

        /**
         * The current state of this Game Object.
         * 
         * Phaser itself will never modify this value, although plugins may do so.
         * 
         * Use this property to track the state of a Game Object during its lifetime. For example, it could move from
         * a state of 'moving', to 'attacking', to 'dead'. The state value should be an integer (ideally mapped to a constant
         * in your game code), or a string. These are recommended to keep it light and simple, with fast comparisons.
         * If you need to store complex data about your Game Object, look at using the Data Component instead.
         *
         * @name Phaser.GameObjects.GameObject#state
         * @type {(integer|string)}
         * @since 3.16.0
         */
        this.state = 0;

        /**
         * The parent Container of this Game Object, if it has one.
         *
         * @name Phaser.GameObjects.GameObject#parentContainer
         * @type {Phaser.GameObjects.Container}
         * @since 3.4.0
         */
        this.parentContainer = null;

        /**
         * The name of this Game Object.
         * Empty by default and never populated by Phaser, this is left for developers to use.
         *
         * @name Phaser.GameObjects.GameObject#name
         * @type {string}
         * @default ''
         * @since 3.0.0
         */
        this.name = '';

        /**
         * The active state of this Game Object.
         * A Game Object with an active state of `true` is processed by the Scenes UpdateList, if added to it.
         * An active object is one which is having its logic and internal systems updated.
         *
         * @name Phaser.GameObjects.GameObject#active
         * @type {boolean}
         * @default true
         * @since 3.0.0
         */
        this.active = true;

        /**
         * The Tab Index of the Game Object.
         * Reserved for future use by plugins and the Input Manager.
         *
         * @name Phaser.GameObjects.GameObject#tabIndex
         * @type {integer}
         * @default -1
         * @since 3.0.0
         */
        this.tabIndex = -1;

        /**
         * A Data Manager.
         * It allows you to store, query and get key/value paired information specific to this Game Object.
         * `null` by default. Automatically created if you use `getData` or `setData` or `setDataEnabled`.
         *
         * @name Phaser.GameObjects.GameObject#data
         * @type {Phaser.Data.DataManager}
         * @default null
         * @since 3.0.0
         */
        this.data = null;

        /**
         * The flags that are compared against `RENDER_MASK` to determine if this Game Object will render or not.
         * The bits are 0001 | 0010 | 0100 | 1000 set by the components Visible, Alpha, Transform and Texture respectively.
         * If those components are not used by your custom class then you can use this bitmask as you wish.
         *
         * @name Phaser.GameObjects.GameObject#renderFlags
         * @type {integer}
         * @default 15
         * @since 3.0.0
         */
        this.renderFlags = 15;

        /**
         * A bitmask that controls if this Game Object is drawn by a Camera or not.
         * Not usually set directly, instead call `Camera.ignore`, however you can
         * set this property directly using the Camera.id property:
         *
         * @example
         * this.cameraFilter |= camera.id
         *
         * @name Phaser.GameObjects.GameObject#cameraFilter
         * @type {number}
         * @default 0
         * @since 3.0.0
         */
        this.cameraFilter = 0;

        /**
         * If this Game Object is enabled for input then this property will contain an InteractiveObject instance.
         * Not usually set directly. Instead call `GameObject.setInteractive()`.
         *
         * @name Phaser.GameObjects.GameObject#input
         * @type {?Phaser.Types.Input.InteractiveObject}
         * @default null
         * @since 3.0.0
         */
        this.input = null;

        /**
         * If this Game Object is enabled for physics then this property will contain a reference to a Physics Body.
         *
         * @name Phaser.GameObjects.GameObject#body
         * @type {?(object|Phaser.Physics.Arcade.Body|Phaser.Physics.Impact.Body)}
         * @default null
         * @since 3.0.0
         */
        this.body = null;

        /**
         * This Game Object will ignore all calls made to its destroy method if this flag is set to `true`.
         * This includes calls that may come from a Group, Container or the Scene itself.
         * While it allows you to persist a Game Object across Scenes, please understand you are entirely
         * responsible for managing references to and from this Game Object.
         *
         * @name Phaser.GameObjects.GameObject#ignoreDestroy
         * @type {boolean}
         * @default false
         * @since 3.5.0
         */
        this.ignoreDestroy = false;

        //  Tell the Scene to re-sort the children
        scene.sys.queueDepthSort();
    },

    /**
     * Sets the `active` property of this Game Object and returns this Game Object for further chaining.
     * A Game Object with its `active` property set to `true` will be updated by the Scenes UpdateList.
     *
     * @method Phaser.GameObjects.GameObject#setActive
     * @since 3.0.0
     *
     * @param {boolean} value - True if this Game Object should be set as active, false if not.
     *
     * @return {this} This GameObject.
     */
    setActive: function (value)
    {
        this.active = value;

        return this;
    },

    /**
     * Sets the `name` property of this Game Object and returns this Game Object for further chaining.
     * The `name` property is not populated by Phaser and is presented for your own use.
     *
     * @method Phaser.GameObjects.GameObject#setName
     * @since 3.0.0
     *
     * @param {string} value - The name to be given to this Game Object.
     *
     * @return {this} This GameObject.
     */
    setName: function (value)
    {
        this.name = value;

        return this;
    },

    /**
     * Sets the current state of this Game Object.
     * 
     * Phaser itself will never modify the State of a Game Object, although plugins may do so.
     * 
     * For example, a Game Object could change from a state of 'moving', to 'attacking', to 'dead'.
     * The state value should typically be an integer (ideally mapped to a constant
     * in your game code), but could also be a string. It is recommended to keep it light and simple.
     * If you need to store complex data about your Game Object, look at using the Data Component instead.
     *
     * @method Phaser.GameObjects.GameObject#setState
     * @since 3.16.0
     *
     * @param {(integer|string)} value - The state of the Game Object.
     *
     * @return {this} This GameObject.
     */
    setState: function (value)
    {
        this.state = value;

        return this;
    },

    /**
     * Adds a Data Manager component to this Game Object.
     *
     * @method Phaser.GameObjects.GameObject#setDataEnabled
     * @since 3.0.0
     * @see Phaser.Data.DataManager
     *
     * @return {this} This GameObject.
     */
    setDataEnabled: function ()
    {
        if (!this.data)
        {
            this.data = new DataManager(this);
        }

        return this;
    },

    /**
     * Allows you to store a key value pair within this Game Objects Data Manager.
     *
     * If the Game Object has not been enabled for data (via `setDataEnabled`) then it will be enabled
     * before setting the value.
     *
     * If the key doesn't already exist in the Data Manager then it is created.
     *
     * ```javascript
     * sprite.setData('name', 'Red Gem Stone');
     * ```
     *
     * You can also pass in an object of key value pairs as the first argument:
     *
     * ```javascript
     * sprite.setData({ name: 'Red Gem Stone', level: 2, owner: 'Link', gold: 50 });
     * ```
     *
     * To get a value back again you can call `getData`:
     *
     * ```javascript
     * sprite.getData('gold');
     * ```
     *
     * Or you can access the value directly via the `values` property, where it works like any other variable:
     *
     * ```javascript
     * sprite.data.values.gold += 50;
     * ```
     *
     * When the value is first set, a `setdata` event is emitted from this Game Object.
     *
     * If the key already exists, a `changedata` event is emitted instead, along an event named after the key.
     * For example, if you updated an existing key called `PlayerLives` then it would emit the event `changedata-PlayerLives`.
     * These events will be emitted regardless if you use this method to set the value, or the direct `values` setter.
     *
     * Please note that the data keys are case-sensitive and must be valid JavaScript Object property strings.
     * This means the keys `gold` and `Gold` are treated as two unique values within the Data Manager.
     *
     * @method Phaser.GameObjects.GameObject#setData
     * @since 3.0.0
     *
     * @param {(string|object)} key - The key to set the value for. Or an object of key value pairs. If an object the `data` argument is ignored.
     * @param {*} [data] - The value to set for the given key. If an object is provided as the key this argument is ignored.
     *
     * @return {this} This GameObject.
     */
    setData: function (key, value)
    {
        if (!this.data)
        {
            this.data = new DataManager(this);
        }

        this.data.set(key, value);

        return this;
    },

    /**
     * Retrieves the value for the given key in this Game Objects Data Manager, or undefined if it doesn't exist.
     *
     * You can also access values via the `values` object. For example, if you had a key called `gold` you can do either:
     *
     * ```javascript
     * sprite.getData('gold');
     * ```
     *
     * Or access the value directly:
     *
     * ```javascript
     * sprite.data.values.gold;
     * ```
     *
     * You can also pass in an array of keys, in which case an array of values will be returned:
     *
     * ```javascript
     * sprite.getData([ 'gold', 'armor', 'health' ]);
     * ```
     *
     * This approach is useful for destructuring arrays in ES6.
     *
     * @method Phaser.GameObjects.GameObject#getData
     * @since 3.0.0
     *
     * @param {(string|string[])} key - The key of the value to retrieve, or an array of keys.
     *
     * @return {*} The value belonging to the given key, or an array of values, the order of which will match the input array.
     */
    getData: function (key)
    {
        if (!this.data)
        {
            this.data = new DataManager(this);
        }

        return this.data.get(key);
    },

    /**
     * Pass this Game Object to the Input Manager to enable it for Input.
     *
     * Input works by using hit areas, these are nearly always geometric shapes, such as rectangles or circles, that act as the hit area
     * for the Game Object. However, you can provide your own hit area shape and callback, should you wish to handle some more advanced
     * input detection.
     *
     * If no arguments are provided it will try and create a rectangle hit area based on the texture frame the Game Object is using. If
     * this isn't a texture-bound object, such as a Graphics or BitmapText object, this will fail, and you'll need to provide a specific
     * shape for it to use.
     *
     * You can also provide an Input Configuration Object as the only argument to this method.
     *
     * @method Phaser.GameObjects.GameObject#setInteractive
     * @since 3.0.0
     *
     * @param {(Phaser.Types.Input.InputConfiguration|any)} [shape] - Either an input configuration object, or a geometric shape that defines the hit area for the Game Object. If not specified a Rectangle will be used.
     * @param {Phaser.Types.Input.HitAreaCallback} [callback] - A callback to be invoked when the Game Object is interacted with. If you provide a shape you must also provide a callback.
     * @param {boolean} [dropZone=false] - Should this Game Object be treated as a drop zone target?
     *
     * @return {this} This GameObject.
     */
    setInteractive: function (shape, callback, dropZone)
    {
        this.scene.sys.input.enable(this, shape, callback, dropZone);

        return this;
    },

    /**
     * If this Game Object has previously been enabled for input, this will disable it.
     *
     * An object that is disabled for input stops processing or being considered for
     * input events, but can be turned back on again at any time by simply calling
     * `setInteractive()` with no arguments provided.
     *
     * If want to completely remove interaction from this Game Object then use `removeInteractive` instead.
     *
     * @method Phaser.GameObjects.GameObject#disableInteractive
     * @since 3.7.0
     *
     * @return {this} This GameObject.
     */
    disableInteractive: function ()
    {
        if (this.input)
        {
            this.input.enabled = false;
        }

        return this;
    },

    /**
     * If this Game Object has previously been enabled for input, this will queue it
     * for removal, causing it to no longer be interactive. The removal happens on
     * the next game step, it is not immediate.
     *
     * The Interactive Object that was assigned to this Game Object will be destroyed,
     * removed from the Input Manager and cleared from this Game Object.
     *
     * If you wish to re-enable this Game Object at a later date you will need to
     * re-create its InteractiveObject by calling `setInteractive` again.
     *
     * If you wish to only temporarily stop an object from receiving input then use
     * `disableInteractive` instead, as that toggles the interactive state, where-as
     * this erases it completely.
     * 
     * If you wish to resize a hit area, don't remove and then set it as being
     * interactive. Instead, access the hitarea object directly and resize the shape
     * being used. I.e.: `sprite.input.hitArea.setSize(width, height)` (assuming the
     * shape is a Rectangle, which it is by default.)
     *
     * @method Phaser.GameObjects.GameObject#removeInteractive
     * @since 3.7.0
     *
     * @return {this} This GameObject.
     */
    removeInteractive: function ()
    {
        this.scene.sys.input.clear(this);

        this.input = undefined;

        return this;
    },

    /**
     * To be overridden by custom GameObjects. Allows base objects to be used in a Pool.
     *
     * @method Phaser.GameObjects.GameObject#update
     * @since 3.0.0
     *
     * @param {...*} [args] - args
     */
    update: function ()
    {
    },

    /**
     * Returns a JSON representation of the Game Object.
     *
     * @method Phaser.GameObjects.GameObject#toJSON
     * @since 3.0.0
     *
     * @return {Phaser.Types.GameObjects.JSONGameObject} A JSON representation of the Game Object.
     */
    toJSON: function ()
    {
        return ComponentsToJSON(this);
    },

    /**
     * Compares the renderMask with the renderFlags to see if this Game Object will render or not.
     * Also checks the Game Object against the given Cameras exclusion list.
     *
     * @method Phaser.GameObjects.GameObject#willRender
     * @since 3.0.0
     *
     * @param {Phaser.Cameras.Scene2D.Camera} camera - The Camera to check against this Game Object.
     *
     * @return {boolean} True if the Game Object should be rendered, otherwise false.
     */
    willRender: function (camera)
    {
        return !(GameObject.RENDER_MASK !== this.renderFlags || (this.cameraFilter !== 0 && (this.cameraFilter & camera.id)));
    },

    /**
     * Returns an array containing the display list index of either this Game Object, or if it has one,
     * its parent Container. It then iterates up through all of the parent containers until it hits the
     * root of the display list (which is index 0 in the returned array).
     *
     * Used internally by the InputPlugin but also useful if you wish to find out the display depth of
     * this Game Object and all of its ancestors.
     *
     * @method Phaser.GameObjects.GameObject#getIndexList
     * @since 3.4.0
     *
     * @return {integer[]} An array of display list position indexes.
     */
    getIndexList: function ()
    {
        // eslint-disable-next-line consistent-this
        var child = this;
        var parent = this.parentContainer;

        var indexes = [];

        while (parent)
        {
            // indexes.unshift([parent.getIndex(child), parent.name]);
            indexes.unshift(parent.getIndex(child));

            child = parent;

            if (!parent.parentContainer)
            {
                break;
            }
            else
            {
                parent = parent.parentContainer;
            }
        }

        // indexes.unshift([this.scene.sys.displayList.getIndex(child), 'root']);
        indexes.unshift(this.scene.sys.displayList.getIndex(child));

        return indexes;
    },

    /**
     * Destroys this Game Object removing it from the Display List and Update List and
     * severing all ties to parent resources.
     *
     * Also removes itself from the Input Manager and Physics Manager if previously enabled.
     *
     * Use this to remove a Game Object from your game if you don't ever plan to use it again.
     * As long as no reference to it exists within your own code it should become free for
     * garbage collection by the browser.
     *
     * If you just want to temporarily disable an object then look at using the
     * Game Object Pool instead of destroying it, as destroyed objects cannot be resurrected.
     *
     * @method Phaser.GameObjects.GameObject#destroy
     * @fires Phaser.GameObjects.Events#DESTROY
     * @since 3.0.0
     *
     * @param {boolean} [fromScene=false] - Is this Game Object being destroyed as the result of a Scene shutdown?
     */
    destroy: function (fromScene)
    {
        if (fromScene === undefined) { fromScene = false; }

        //  This Game Object has already been destroyed
        if (!this.scene || this.ignoreDestroy)
        {
            return;
        }

        if (this.preDestroy)
        {
            this.preDestroy.call(this);
        }

        this.emit(Events.DESTROY, this);

        var sys = this.scene.sys;

        if (!fromScene)
        {
            sys.displayList.remove(this);
            sys.updateList.remove(this);
        }

        if (this.input)
        {
            sys.input.clear(this);
            this.input = undefined;
        }

        if (this.data)
        {
            this.data.destroy();

            this.data = undefined;
        }

        if (this.body)
        {
            this.body.destroy();
            this.body = undefined;
        }

        //  Tell the Scene to re-sort the children
        if (!fromScene)
        {
            sys.queueDepthSort();
        }

        this.active = false;
        this.visible = false;

        this.scene = undefined;

        this.parentContainer = undefined;

        this.removeAllListeners();
    }

});

/**
 * The bitmask that `GameObject.renderFlags` is compared against to determine if the Game Object will render or not.
 *
 * @constant {integer} RENDER_MASK
 * @memberof Phaser.GameObjects.GameObject
 * @default
 */
GameObject.RENDER_MASK = 15;

module.exports = GameObject;


/***/ }),
/* 194 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * Build a JSON representation of the given Game Object.
 *
 * This is typically extended further by Game Object specific implementations.
 *
 * @method Phaser.GameObjects.Components.ToJSON
 * @since 3.0.0
 *
 * @param {Phaser.GameObjects.GameObject} gameObject - The Game Object to export as JSON.
 *
 * @return {Phaser.Types.GameObjects.JSONGameObject} A JSON representation of the Game Object.
 */
var ToJSON = function (gameObject)
{
    var out = {
        name: gameObject.name,
        type: gameObject.type,
        x: gameObject.x,
        y: gameObject.y,
        depth: gameObject.depth,
        scale: {
            x: gameObject.scaleX,
            y: gameObject.scaleY
        },
        origin: {
            x: gameObject.originX,
            y: gameObject.originY
        },
        flipX: gameObject.flipX,
        flipY: gameObject.flipY,
        rotation: gameObject.rotation,
        alpha: gameObject.alpha,
        visible: gameObject.visible,
        blendMode: gameObject.blendMode,
        textureKey: '',
        frameKey: '',
        data: {}
    };

    if (gameObject.texture)
    {
        out.textureKey = gameObject.texture.key;
        out.frameKey = gameObject.frame.name;
    }

    return out;
};

module.exports = ToJSON;


/***/ }),
/* 195 */
/***/ (function(module, exports, __webpack_require__) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

var Class = __webpack_require__(0);
var Events = __webpack_require__(196);

/**
 * @callback DataEachCallback
 *
 * @param {*} parent - The parent object of the DataManager.
 * @param {string} key - The key of the value.
 * @param {*} value - The value.
 * @param {...*} [args] - Additional arguments that will be passed to the callback, after the game object, key, and data.
 */

/**
 * @classdesc
 * The Data Manager Component features a means to store pieces of data specific to a Game Object, System or Plugin.
 * You can then search, query it, and retrieve the data. The parent must either extend EventEmitter,
 * or have a property called `events` that is an instance of it.
 *
 * @class DataManager
 * @memberof Phaser.Data
 * @constructor
 * @since 3.0.0
 *
 * @param {object} parent - The object that this DataManager belongs to.
 * @param {Phaser.Events.EventEmitter} eventEmitter - The DataManager's event emitter.
 */
var DataManager = new Class({

    initialize:

    function DataManager (parent, eventEmitter)
    {
        /**
         * The object that this DataManager belongs to.
         *
         * @name Phaser.Data.DataManager#parent
         * @type {*}
         * @since 3.0.0
         */
        this.parent = parent;

        /**
         * The DataManager's event emitter.
         *
         * @name Phaser.Data.DataManager#events
         * @type {Phaser.Events.EventEmitter}
         * @since 3.0.0
         */
        this.events = eventEmitter;

        if (!eventEmitter)
        {
            this.events = (parent.events) ? parent.events : parent;
        }

        /**
         * The data list.
         *
         * @name Phaser.Data.DataManager#list
         * @type {Object.<string, *>}
         * @default {}
         * @since 3.0.0
         */
        this.list = {};

        /**
         * The public values list. You can use this to access anything you have stored
         * in this Data Manager. For example, if you set a value called `gold` you can
         * access it via:
         *
         * ```javascript
         * this.data.values.gold;
         * ```
         *
         * You can also modify it directly:
         * 
         * ```javascript
         * this.data.values.gold += 1000;
         * ```
         *
         * Doing so will emit a `setdata` event from the parent of this Data Manager.
         * 
         * Do not modify this object directly. Adding properties directly to this object will not
         * emit any events. Always use `DataManager.set` to create new items the first time around.
         *
         * @name Phaser.Data.DataManager#values
         * @type {Object.<string, *>}
         * @default {}
         * @since 3.10.0
         */
        this.values = {};

        /**
         * Whether setting data is frozen for this DataManager.
         *
         * @name Phaser.Data.DataManager#_frozen
         * @type {boolean}
         * @private
         * @default false
         * @since 3.0.0
         */
        this._frozen = false;

        if (!parent.hasOwnProperty('sys') && this.events)
        {
            this.events.once('destroy', this.destroy, this);
        }
    },

    /**
     * Retrieves the value for the given key, or undefined if it doesn't exist.
     *
     * You can also access values via the `values` object. For example, if you had a key called `gold` you can do either:
     * 
     * ```javascript
     * this.data.get('gold');
     * ```
     *
     * Or access the value directly:
     * 
     * ```javascript
     * this.data.values.gold;
     * ```
     *
     * You can also pass in an array of keys, in which case an array of values will be returned:
     * 
     * ```javascript
     * this.data.get([ 'gold', 'armor', 'health' ]);
     * ```
     *
     * This approach is useful for destructuring arrays in ES6.
     *
     * @method Phaser.Data.DataManager#get
     * @since 3.0.0
     *
     * @param {(string|string[])} key - The key of the value to retrieve, or an array of keys.
     *
     * @return {*} The value belonging to the given key, or an array of values, the order of which will match the input array.
     */
    get: function (key)
    {
        var list = this.list;

        if (Array.isArray(key))
        {
            var output = [];

            for (var i = 0; i < key.length; i++)
            {
                output.push(list[key[i]]);
            }

            return output;
        }
        else
        {
            return list[key];
        }
    },

    /**
     * Retrieves all data values in a new object.
     *
     * @method Phaser.Data.DataManager#getAll
     * @since 3.0.0
     *
     * @return {Object.<string, *>} All data values.
     */
    getAll: function ()
    {
        var results = {};

        for (var key in this.list)
        {
            if (this.list.hasOwnProperty(key))
            {
                results[key] = this.list[key];
            }
        }

        return results;
    },

    /**
     * Queries the DataManager for the values of keys matching the given regular expression.
     *
     * @method Phaser.Data.DataManager#query
     * @since 3.0.0
     *
     * @param {RegExp} search - A regular expression object. If a non-RegExp object obj is passed, it is implicitly converted to a RegExp by using new RegExp(obj).
     *
     * @return {Object.<string, *>} The values of the keys matching the search string.
     */
    query: function (search)
    {
        var results = {};

        for (var key in this.list)
        {
            if (this.list.hasOwnProperty(key) && key.match(search))
            {
                results[key] = this.list[key];
            }
        }

        return results;
    },

    /**
     * Sets a value for the given key. If the key doesn't already exist in the Data Manager then it is created.
     * 
     * ```javascript
     * data.set('name', 'Red Gem Stone');
     * ```
     *
     * You can also pass in an object of key value pairs as the first argument:
     *
     * ```javascript
     * data.set({ name: 'Red Gem Stone', level: 2, owner: 'Link', gold: 50 });
     * ```
     *
     * To get a value back again you can call `get`:
     * 
     * ```javascript
     * data.get('gold');
     * ```
     * 
     * Or you can access the value directly via the `values` property, where it works like any other variable:
     * 
     * ```javascript
     * data.values.gold += 50;
     * ```
     *
     * When the value is first set, a `setdata` event is emitted.
     *
     * If the key already exists, a `changedata` event is emitted instead, along an event named after the key.
     * For example, if you updated an existing key called `PlayerLives` then it would emit the event `changedata-PlayerLives`.
     * These events will be emitted regardless if you use this method to set the value, or the direct `values` setter.
     *
     * Please note that the data keys are case-sensitive and must be valid JavaScript Object property strings.
     * This means the keys `gold` and `Gold` are treated as two unique values within the Data Manager.
     *
     * @method Phaser.Data.DataManager#set
     * @fires Phaser.Data.Events#SET_DATA
     * @fires Phaser.Data.Events#CHANGE_DATA
     * @fires Phaser.Data.Events#CHANGE_DATA_KEY
     * @since 3.0.0
     *
     * @param {(string|object)} key - The key to set the value for. Or an object or key value pairs. If an object the `data` argument is ignored.
     * @param {*} data - The value to set for the given key. If an object is provided as the key this argument is ignored.
     *
     * @return {Phaser.Data.DataManager} This DataManager object.
     */
    set: function (key, data)
    {
        if (this._frozen)
        {
            return this;
        }

        if (typeof key === 'string')
        {
            return this.setValue(key, data);
        }
        else
        {
            for (var entry in key)
            {
                this.setValue(entry, key[entry]);
            }
        }

        return this;
    },

    /**
     * Internal value setter, called automatically by the `set` method.
     *
     * @method Phaser.Data.DataManager#setValue
     * @fires Phaser.Data.Events#SET_DATA
     * @fires Phaser.Data.Events#CHANGE_DATA
     * @fires Phaser.Data.Events#CHANGE_DATA_KEY
     * @private
     * @since 3.10.0
     *
     * @param {string} key - The key to set the value for.
     * @param {*} data - The value to set.
     *
     * @return {Phaser.Data.DataManager} This DataManager object.
     */
    setValue: function (key, data)
    {
        if (this._frozen)
        {
            return this;
        }

        if (this.has(key))
        {
            //  Hit the key getter, which will in turn emit the events.
            this.values[key] = data;
        }
        else
        {
            var _this = this;
            var list = this.list;
            var events = this.events;
            var parent = this.parent;

            Object.defineProperty(this.values, key, {

                enumerable: true,
                
                configurable: true,

                get: function ()
                {
                    return list[key];
                },

                set: function (value)
                {
                    if (!_this._frozen)
                    {
                        var previousValue = list[key];
                        list[key] = value;

                        events.emit(Events.CHANGE_DATA, parent, key, value, previousValue);
                        events.emit(Events.CHANGE_DATA_KEY + key, parent, value, previousValue);
                    }
                }

            });

            list[key] = data;

            events.emit(Events.SET_DATA, parent, key, data);
        }

        return this;
    },

    /**
     * Passes all data entries to the given callback.
     *
     * @method Phaser.Data.DataManager#each
     * @since 3.0.0
     *
     * @param {DataEachCallback} callback - The function to call.
     * @param {*} [context] - Value to use as `this` when executing callback.
     * @param {...*} [args] - Additional arguments that will be passed to the callback, after the game object, key, and data.
     *
     * @return {Phaser.Data.DataManager} This DataManager object.
     */
    each: function (callback, context)
    {
        var args = [ this.parent, null, undefined ];

        for (var i = 1; i < arguments.length; i++)
        {
            args.push(arguments[i]);
        }

        for (var key in this.list)
        {
            args[1] = key;
            args[2] = this.list[key];

            callback.apply(context, args);
        }

        return this;
    },

    /**
     * Merge the given object of key value pairs into this DataManager.
     *
     * Any newly created values will emit a `setdata` event. Any updated values (see the `overwrite` argument)
     * will emit a `changedata` event.
     *
     * @method Phaser.Data.DataManager#merge
     * @fires Phaser.Data.Events#SET_DATA
     * @fires Phaser.Data.Events#CHANGE_DATA
     * @fires Phaser.Data.Events#CHANGE_DATA_KEY
     * @since 3.0.0
     *
     * @param {Object.<string, *>} data - The data to merge.
     * @param {boolean} [overwrite=true] - Whether to overwrite existing data. Defaults to true.
     *
     * @return {Phaser.Data.DataManager} This DataManager object.
     */
    merge: function (data, overwrite)
    {
        if (overwrite === undefined) { overwrite = true; }

        //  Merge data from another component into this one
        for (var key in data)
        {
            if (data.hasOwnProperty(key) && (overwrite || (!overwrite && !this.has(key))))
            {
                this.setValue(key, data[key]);
            }
        }

        return this;
    },

    /**
     * Remove the value for the given key.
     *
     * If the key is found in this Data Manager it is removed from the internal lists and a
     * `removedata` event is emitted.
     * 
     * You can also pass in an array of keys, in which case all keys in the array will be removed:
     * 
     * ```javascript
     * this.data.remove([ 'gold', 'armor', 'health' ]);
     * ```
     *
     * @method Phaser.Data.DataManager#remove
     * @fires Phaser.Data.Events#REMOVE_DATA
     * @since 3.0.0
     *
     * @param {(string|string[])} key - The key to remove, or an array of keys to remove.
     *
     * @return {Phaser.Data.DataManager} This DataManager object.
     */
    remove: function (key)
    {
        if (this._frozen)
        {
            return this;
        }

        if (Array.isArray(key))
        {
            for (var i = 0; i < key.length; i++)
            {
                this.removeValue(key[i]);
            }
        }
        else
        {
            return this.removeValue(key);
        }

        return this;
    },

    /**
     * Internal value remover, called automatically by the `remove` method.
     *
     * @method Phaser.Data.DataManager#removeValue
     * @private
     * @fires Phaser.Data.Events#REMOVE_DATA
     * @since 3.10.0
     *
     * @param {string} key - The key to set the value for.
     *
     * @return {Phaser.Data.DataManager} This DataManager object.
     */
    removeValue: function (key)
    {
        if (this.has(key))
        {
            var data = this.list[key];

            delete this.list[key];
            delete this.values[key];

            this.events.emit(Events.REMOVE_DATA, this.parent, key, data);
        }

        return this;
    },

    /**
     * Retrieves the data associated with the given 'key', deletes it from this Data Manager, then returns it.
     *
     * @method Phaser.Data.DataManager#pop
     * @fires Phaser.Data.Events#REMOVE_DATA
     * @since 3.0.0
     *
     * @param {string} key - The key of the value to retrieve and delete.
     *
     * @return {*} The value of the given key.
     */
    pop: function (key)
    {
        var data = undefined;

        if (!this._frozen && this.has(key))
        {
            data = this.list[key];

            delete this.list[key];
            delete this.values[key];

            this.events.emit(Events.REMOVE_DATA, this.parent, key, data);
        }

        return data;
    },

    /**
     * Determines whether the given key is set in this Data Manager.
     * 
     * Please note that the keys are case-sensitive and must be valid JavaScript Object property strings.
     * This means the keys `gold` and `Gold` are treated as two unique values within the Data Manager.
     *
     * @method Phaser.Data.DataManager#has
     * @since 3.0.0
     *
     * @param {string} key - The key to check.
     *
     * @return {boolean} Returns `true` if the key exists, otherwise `false`.
     */
    has: function (key)
    {
        return this.list.hasOwnProperty(key);
    },

    /**
     * Freeze or unfreeze this Data Manager. A frozen Data Manager will block all attempts
     * to create new values or update existing ones.
     *
     * @method Phaser.Data.DataManager#setFreeze
     * @since 3.0.0
     *
     * @param {boolean} value - Whether to freeze or unfreeze the Data Manager.
     *
     * @return {Phaser.Data.DataManager} This DataManager object.
     */
    setFreeze: function (value)
    {
        this._frozen = value;

        return this;
    },

    /**
     * Delete all data in this Data Manager and unfreeze it.
     *
     * @method Phaser.Data.DataManager#reset
     * @since 3.0.0
     *
     * @return {Phaser.Data.DataManager} This DataManager object.
     */
    reset: function ()
    {
        for (var key in this.list)
        {
            delete this.list[key];
            delete this.values[key];
        }

        this._frozen = false;

        return this;
    },

    /**
     * Destroy this data manager.
     *
     * @method Phaser.Data.DataManager#destroy
     * @since 3.0.0
     */
    destroy: function ()
    {
        this.reset();

        this.events.off(Events.CHANGE_DATA);
        this.events.off(Events.SET_DATA);
        this.events.off(Events.REMOVE_DATA);

        this.parent = null;
    },

    /**
     * Gets or sets the frozen state of this Data Manager.
     * A frozen Data Manager will block all attempts to create new values or update existing ones.
     *
     * @name Phaser.Data.DataManager#freeze
     * @type {boolean}
     * @since 3.0.0
     */
    freeze: {

        get: function ()
        {
            return this._frozen;
        },

        set: function (value)
        {
            this._frozen = (value) ? true : false;
        }

    },

    /**
     * Return the total number of entries in this Data Manager.
     *
     * @name Phaser.Data.DataManager#count
     * @type {integer}
     * @since 3.0.0
     */
    count: {

        get: function ()
        {
            var i = 0;

            for (var key in this.list)
            {
                if (this.list[key] !== undefined)
                {
                    i++;
                }
            }

            return i;
        }

    }

});

module.exports = DataManager;


/***/ }),
/* 196 */
/***/ (function(module, exports, __webpack_require__) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * @namespace Phaser.Data.Events
 */

module.exports = {

    CHANGE_DATA: __webpack_require__(197),
    CHANGE_DATA_KEY: __webpack_require__(198),
    REMOVE_DATA: __webpack_require__(199),
    SET_DATA: __webpack_require__(200)

};


/***/ }),
/* 197 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * The Change Data Event.
 * 
 * This event is dispatched by a Data Manager when an item in the data store is changed.
 * 
 * Game Objects with data enabled have an instance of a Data Manager under the `data` property. So, to listen for
 * a change data event from a Game Object you would use: `sprite.data.on('changedata', listener)`.
 * 
 * This event is dispatched for all items that change in the Data Manager.
 * To listen for the change of a specific item, use the `CHANGE_DATA_KEY_EVENT` event.
 *
 * @event Phaser.Data.Events#CHANGE_DATA
 * @since 3.0.0
 * 
 * @param {any} parent - A reference to the object that the Data Manager responsible for this event belongs to.
 * @param {string} key - The unique key of the data item within the Data Manager.
 * @param {any} value - The new value of the item in the Data Manager.
 * @param {any} previousValue - The previous value of the item in the Data Manager.
 */
module.exports = 'changedata';


/***/ }),
/* 198 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * The Change Data Key Event.
 * 
 * This event is dispatched by a Data Manager when an item in the data store is changed.
 * 
 * Game Objects with data enabled have an instance of a Data Manager under the `data` property. So, to listen for
 * the change of a specific data item from a Game Object you would use: `sprite.data.on('changedata-key', listener)`,
 * where `key` is the unique string key of the data item. For example, if you have a data item stored called `gold`
 * then you can listen for `sprite.data.on('changedata-gold')`.
 *
 * @event Phaser.Data.Events#CHANGE_DATA_KEY
 * @since 3.16.1
 * 
 * @param {any} parent - A reference to the object that owns the instance of the Data Manager responsible for this event.
 * @param {string} key - The unique key of the data item within the Data Manager.
 * @param {any} value - The item that was updated in the Data Manager. This can be of any data type, i.e. a string, boolean, number, object or instance.
 * @param {any} previousValue - The previous item that was updated in the Data Manager. This can be of any data type, i.e. a string, boolean, number, object or instance.
 */
module.exports = 'changedata-';


/***/ }),
/* 199 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * The Remove Data Event.
 * 
 * This event is dispatched by a Data Manager when an item is removed from it.
 * 
 * Game Objects with data enabled have an instance of a Data Manager under the `data` property. So, to listen for
 * the removal of a data item on a Game Object you would use: `sprite.data.on('removedata', listener)`.
 *
 * @event Phaser.Data.Events#REMOVE_DATA
 * @since 3.0.0
 * 
 * @param {any} parent - A reference to the object that owns the instance of the Data Manager responsible for this event.
 * @param {string} key - The unique key of the data item within the Data Manager.
 * @param {any} data - The item that was removed from the Data Manager. This can be of any data type, i.e. a string, boolean, number, object or instance.
 */
module.exports = 'removedata';


/***/ }),
/* 200 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * The Set Data Event.
 * 
 * This event is dispatched by a Data Manager when a new item is added to the data store.
 * 
 * Game Objects with data enabled have an instance of a Data Manager under the `data` property. So, to listen for
 * the addition of a new data item on a Game Object you would use: `sprite.data.on('setdata', listener)`.
 *
 * @event Phaser.Data.Events#SET_DATA
 * @since 3.0.0
 * 
 * @param {any} parent - A reference to the object that owns the instance of the Data Manager responsible for this event.
 * @param {string} key - The unique key of the data item within the Data Manager.
 * @param {any} data - The item that was added to the Data Manager. This can be of any data type, i.e. a string, boolean, number, object or instance.
 */
module.exports = 'setdata';


/***/ }),
/* 201 */
/***/ (function(module, exports, __webpack_require__) {

"use strict";


var has = Object.prototype.hasOwnProperty
  , prefix = '~';

/**
 * Constructor to create a storage for our `EE` objects.
 * An `Events` instance is a plain object whose properties are event names.
 *
 * @constructor
 * @private
 */
function Events() {}

//
// We try to not inherit from `Object.prototype`. In some engines creating an
// instance in this way is faster than calling `Object.create(null)` directly.
// If `Object.create(null)` is not supported we prefix the event names with a
// character to make sure that the built-in object properties are not
// overridden or used as an attack vector.
//
if (Object.create) {
  Events.prototype = Object.create(null);

  //
  // This hack is needed because the `__proto__` property is still inherited in
  // some old browsers like Android 4, iPhone 5.1, Opera 11 and Safari 5.
  //
  if (!new Events().__proto__) prefix = false;
}

/**
 * Representation of a single event listener.
 *
 * @param {Function} fn The listener function.
 * @param {*} context The context to invoke the listener with.
 * @param {Boolean} [once=false] Specify if the listener is a one-time listener.
 * @constructor
 * @private
 */
function EE(fn, context, once) {
  this.fn = fn;
  this.context = context;
  this.once = once || false;
}

/**
 * Add a listener for a given event.
 *
 * @param {EventEmitter} emitter Reference to the `EventEmitter` instance.
 * @param {(String|Symbol)} event The event name.
 * @param {Function} fn The listener function.
 * @param {*} context The context to invoke the listener with.
 * @param {Boolean} once Specify if the listener is a one-time listener.
 * @returns {EventEmitter}
 * @private
 */
function addListener(emitter, event, fn, context, once) {
  if (typeof fn !== 'function') {
    throw new TypeError('The listener must be a function');
  }

  var listener = new EE(fn, context || emitter, once)
    , evt = prefix ? prefix + event : event;

  if (!emitter._events[evt]) emitter._events[evt] = listener, emitter._eventsCount++;
  else if (!emitter._events[evt].fn) emitter._events[evt].push(listener);
  else emitter._events[evt] = [emitter._events[evt], listener];

  return emitter;
}

/**
 * Clear event by name.
 *
 * @param {EventEmitter} emitter Reference to the `EventEmitter` instance.
 * @param {(String|Symbol)} evt The Event name.
 * @private
 */
function clearEvent(emitter, evt) {
  if (--emitter._eventsCount === 0) emitter._events = new Events();
  else delete emitter._events[evt];
}

/**
 * Minimal `EventEmitter` interface that is molded against the Node.js
 * `EventEmitter` interface.
 *
 * @constructor
 * @public
 */
function EventEmitter() {
  this._events = new Events();
  this._eventsCount = 0;
}

/**
 * Return an array listing the events for which the emitter has registered
 * listeners.
 *
 * @returns {Array}
 * @public
 */
EventEmitter.prototype.eventNames = function eventNames() {
  var names = []
    , events
    , name;

  if (this._eventsCount === 0) return names;

  for (name in (events = this._events)) {
    if (has.call(events, name)) names.push(prefix ? name.slice(1) : name);
  }

  if (Object.getOwnPropertySymbols) {
    return names.concat(Object.getOwnPropertySymbols(events));
  }

  return names;
};

/**
 * Return the listeners registered for a given event.
 *
 * @param {(String|Symbol)} event The event name.
 * @returns {Array} The registered listeners.
 * @public
 */
EventEmitter.prototype.listeners = function listeners(event) {
  var evt = prefix ? prefix + event : event
    , handlers = this._events[evt];

  if (!handlers) return [];
  if (handlers.fn) return [handlers.fn];

  for (var i = 0, l = handlers.length, ee = new Array(l); i < l; i++) {
    ee[i] = handlers[i].fn;
  }

  return ee;
};

/**
 * Return the number of listeners listening to a given event.
 *
 * @param {(String|Symbol)} event The event name.
 * @returns {Number} The number of listeners.
 * @public
 */
EventEmitter.prototype.listenerCount = function listenerCount(event) {
  var evt = prefix ? prefix + event : event
    , listeners = this._events[evt];

  if (!listeners) return 0;
  if (listeners.fn) return 1;
  return listeners.length;
};

/**
 * Calls each of the listeners registered for a given event.
 *
 * @param {(String|Symbol)} event The event name.
 * @returns {Boolean} `true` if the event had listeners, else `false`.
 * @public
 */
EventEmitter.prototype.emit = function emit(event, a1, a2, a3, a4, a5) {
  var evt = prefix ? prefix + event : event;

  if (!this._events[evt]) return false;

  var listeners = this._events[evt]
    , len = arguments.length
    , args
    , i;

  if (listeners.fn) {
    if (listeners.once) this.removeListener(event, listeners.fn, undefined, true);

    switch (len) {
      case 1: return listeners.fn.call(listeners.context), true;
      case 2: return listeners.fn.call(listeners.context, a1), true;
      case 3: return listeners.fn.call(listeners.context, a1, a2), true;
      case 4: return listeners.fn.call(listeners.context, a1, a2, a3), true;
      case 5: return listeners.fn.call(listeners.context, a1, a2, a3, a4), true;
      case 6: return listeners.fn.call(listeners.context, a1, a2, a3, a4, a5), true;
    }

    for (i = 1, args = new Array(len -1); i < len; i++) {
      args[i - 1] = arguments[i];
    }

    listeners.fn.apply(listeners.context, args);
  } else {
    var length = listeners.length
      , j;

    for (i = 0; i < length; i++) {
      if (listeners[i].once) this.removeListener(event, listeners[i].fn, undefined, true);

      switch (len) {
        case 1: listeners[i].fn.call(listeners[i].context); break;
        case 2: listeners[i].fn.call(listeners[i].context, a1); break;
        case 3: listeners[i].fn.call(listeners[i].context, a1, a2); break;
        case 4: listeners[i].fn.call(listeners[i].context, a1, a2, a3); break;
        default:
          if (!args) for (j = 1, args = new Array(len -1); j < len; j++) {
            args[j - 1] = arguments[j];
          }

          listeners[i].fn.apply(listeners[i].context, args);
      }
    }
  }

  return true;
};

/**
 * Add a listener for a given event.
 *
 * @param {(String|Symbol)} event The event name.
 * @param {Function} fn The listener function.
 * @param {*} [context=this] The context to invoke the listener with.
 * @returns {EventEmitter} `this`.
 * @public
 */
EventEmitter.prototype.on = function on(event, fn, context) {
  return addListener(this, event, fn, context, false);
};

/**
 * Add a one-time listener for a given event.
 *
 * @param {(String|Symbol)} event The event name.
 * @param {Function} fn The listener function.
 * @param {*} [context=this] The context to invoke the listener with.
 * @returns {EventEmitter} `this`.
 * @public
 */
EventEmitter.prototype.once = function once(event, fn, context) {
  return addListener(this, event, fn, context, true);
};

/**
 * Remove the listeners of a given event.
 *
 * @param {(String|Symbol)} event The event name.
 * @param {Function} fn Only remove the listeners that match this function.
 * @param {*} context Only remove the listeners that have this context.
 * @param {Boolean} once Only remove one-time listeners.
 * @returns {EventEmitter} `this`.
 * @public
 */
EventEmitter.prototype.removeListener = function removeListener(event, fn, context, once) {
  var evt = prefix ? prefix + event : event;

  if (!this._events[evt]) return this;
  if (!fn) {
    clearEvent(this, evt);
    return this;
  }

  var listeners = this._events[evt];

  if (listeners.fn) {
    if (
      listeners.fn === fn &&
      (!once || listeners.once) &&
      (!context || listeners.context === context)
    ) {
      clearEvent(this, evt);
    }
  } else {
    for (var i = 0, events = [], length = listeners.length; i < length; i++) {
      if (
        listeners[i].fn !== fn ||
        (once && !listeners[i].once) ||
        (context && listeners[i].context !== context)
      ) {
        events.push(listeners[i]);
      }
    }

    //
    // Reset the array, or remove it completely if we have no more listeners.
    //
    if (events.length) this._events[evt] = events.length === 1 ? events[0] : events;
    else clearEvent(this, evt);
  }

  return this;
};

/**
 * Remove all listeners, or those of the specified event.
 *
 * @param {(String|Symbol)} [event] The event name.
 * @returns {EventEmitter} `this`.
 * @public
 */
EventEmitter.prototype.removeAllListeners = function removeAllListeners(event) {
  var evt;

  if (event) {
    evt = prefix ? prefix + event : event;
    if (this._events[evt]) clearEvent(this, evt);
  } else {
    this._events = new Events();
    this._eventsCount = 0;
  }

  return this;
};

//
// Alias methods names because people roll like that.
//
EventEmitter.prototype.off = EventEmitter.prototype.removeListener;
EventEmitter.prototype.addListener = EventEmitter.prototype.on;

//
// Expose the prefix.
//
EventEmitter.prefixed = prefix;

//
// Allow `EventEmitter` to be imported as module namespace.
//
EventEmitter.EventEmitter = EventEmitter;

//
// Expose the module.
//
if (true) {
  module.exports = EventEmitter;
}


/***/ }),
/* 202 */
/***/ (function(module, exports, __webpack_require__) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * @namespace Phaser.GameObjects.Events
 */

module.exports = {

    DESTROY: __webpack_require__(203),
    VIDEO_COMPLETE: __webpack_require__(204),
    VIDEO_CREATED: __webpack_require__(205),
    VIDEO_ERROR: __webpack_require__(206),
    VIDEO_LOOP: __webpack_require__(207),
    VIDEO_PLAY: __webpack_require__(208),
    VIDEO_SEEKED: __webpack_require__(209),
    VIDEO_SEEKING: __webpack_require__(210),
    VIDEO_STOP: __webpack_require__(211),
    VIDEO_TIMEOUT: __webpack_require__(212),
    VIDEO_UNLOCKED: __webpack_require__(213)

};


/***/ }),
/* 203 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * The Game Object Destroy Event.
 * 
 * This event is dispatched when a Game Object instance is being destroyed.
 * 
 * Listen for it on a Game Object instance using `GameObject.on('destroy', listener)`.
 *
 * @event Phaser.GameObjects.Events#DESTROY
 * @since 3.0.0
 * 
 * @param {Phaser.GameObjects.GameObject} gameObject - The Game Object which is being destroyed.
 */
module.exports = 'destroy';


/***/ }),
/* 204 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * The Video Game Object Complete Event.
 * 
 * This event is dispatched when a Video finishes playback by reaching the end of its duration. It
 * is also dispatched if a video marker sequence is being played and reaches the end.
 * 
 * Note that not all videos can fire this event. Live streams, for example, have no fixed duration,
 * so never technically 'complete'.
 * 
 * If a video is stopped from playback, via the `Video.stop` method, it will emit the
 * `VIDEO_STOP` event instead of this one.
 * 
 * Listen for it from a Video Game Object instance using `Video.on('complete', listener)`.
 *
 * @event Phaser.GameObjects.Events#VIDEO_COMPLETE
 * @since 3.20.0
 * 
 * @param {Phaser.GameObjects.Video} video - The Video Game Object which completed playback.
 */
module.exports = 'complete';


/***/ }),
/* 205 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * The Video Game Object Created Event.
 * 
 * This event is dispatched when the texture for a Video has been created. This happens
 * when enough of the video source has been loaded that the browser is able to render a
 * frame from it.
 * 
 * Listen for it from a Video Game Object instance using `Video.on('created', listener)`.
 *
 * @event Phaser.GameObjects.Events#VIDEO_CREATED
 * @since 3.20.0
 * 
 * @param {Phaser.GameObjects.Video} video - The Video Game Object which raised the event.
 * @param {integer} width - The width of the video.
 * @param {integer} height - The height of the video.
 */
module.exports = 'created';


/***/ }),
/* 206 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * The Video Game Object Error Event.
 * 
 * This event is dispatched when a Video tries to play a source that does not exist, or is the wrong file type.
 * 
 * Listen for it from a Video Game Object instance using `Video.on('error', listener)`.
 *
 * @event Phaser.GameObjects.Events#VIDEO_ERROR
 * @since 3.20.0
 * 
 * @param {Phaser.GameObjects.Video} video - The Video Game Object which threw the error.
 * @param {Event} event - The native DOM event the browser raised during playback.
 */
module.exports = 'error';


/***/ }),
/* 207 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * The Video Game Object Loop Event.
 * 
 * This event is dispatched when a Video that is currently playing has looped. This only
 * happens if the `loop` parameter was specified, or the `setLoop` method was called,
 * and if the video has a fixed duration. Video streams, for example, cannot loop, as
 * they have no duration.
 * 
 * Looping is based on the result of the Video `timeupdate` event. This event is not
 * frame-accurate, due to the way browsers work, so please do not rely on this loop
 * event to be time or frame precise.
 * 
 * Listen for it from a Video Game Object instance using `Video.on('loop', listener)`.
 *
 * @event Phaser.GameObjects.Events#VIDEO_LOOP
 * @since 3.20.0
 * 
 * @param {Phaser.GameObjects.Video} video - The Video Game Object which has looped.
 */
module.exports = 'loop';


/***/ }),
/* 208 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * The Video Game Object Play Event.
 * 
 * This event is dispatched when a Video begins playback. For videos that do not require
 * interaction unlocking, this is usually as soon as the `Video.play` method is called.
 * However, for videos that require unlocking, it is fired once playback begins after
 * they've been unlocked.
 * 
 * Listen for it from a Video Game Object instance using `Video.on('play', listener)`.
 *
 * @event Phaser.GameObjects.Events#VIDEO_PLAY
 * @since 3.20.0
 * 
 * @param {Phaser.GameObjects.Video} video - The Video Game Object which started playback.
 */
module.exports = 'play';


/***/ }),
/* 209 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * The Video Game Object Seeked Event.
 * 
 * This event is dispatched when a Video completes seeking to a new point in its timeline.
 * 
 * Listen for it from a Video Game Object instance using `Video.on('seeked', listener)`.
 *
 * @event Phaser.GameObjects.Events#VIDEO_SEEKED
 * @since 3.20.0
 * 
 * @param {Phaser.GameObjects.Video} video - The Video Game Object which completed seeking.
 */
module.exports = 'seeked';


/***/ }),
/* 210 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * The Video Game Object Seeking Event.
 * 
 * This event is dispatched when a Video _begins_ seeking to a new point in its timeline.
 * When the seek is complete, it will dispatch the `VIDEO_SEEKED` event to conclude.
 * 
 * Listen for it from a Video Game Object instance using `Video.on('seeking', listener)`.
 *
 * @event Phaser.GameObjects.Events#VIDEO_SEEKING
 * @since 3.20.0
 * 
 * @param {Phaser.GameObjects.Video} video - The Video Game Object which started seeking.
 */
module.exports = 'seeking';


/***/ }),
/* 211 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * The Video Game Object Stopped Event.
 * 
 * This event is dispatched when a Video is stopped from playback via a call to the `Video.stop` method,
 * either directly via game code, or indirectly as the result of changing a video source or destroying it.
 * 
 * Listen for it from a Video Game Object instance using `Video.on('stop', listener)`.
 *
 * @event Phaser.GameObjects.Events#VIDEO_STOP
 * @since 3.20.0
 * 
 * @param {Phaser.GameObjects.Video} video - The Video Game Object which stopped playback.
 */
module.exports = 'stop';


/***/ }),
/* 212 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * The Video Game Object Timeout Event.
 * 
 * This event is dispatched when a Video has exhausted its allocated time while trying to connect to a video
 * source to start playback.
 * 
 * Listen for it from a Video Game Object instance using `Video.on('timeout', listener)`.
 *
 * @event Phaser.GameObjects.Events#VIDEO_TIMEOUT
 * @since 3.20.0
 * 
 * @param {Phaser.GameObjects.Video} video - The Video Game Object which timed out.
 */
module.exports = 'timeout';


/***/ }),
/* 213 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * The Video Game Object Unlocked Event.
 * 
 * This event is dispatched when a Video that was prevented from playback due to the browsers
 * Media Engagement Interaction policy, is unlocked by a user gesture.
 * 
 * Listen for it from a Video Game Object instance using `Video.on('unlocked', listener)`.
 *
 * @event Phaser.GameObjects.Events#VIDEO_UNLOCKED
 * @since 3.20.0
 * 
 * @param {Phaser.GameObjects.Video} video - The Video Game Object which raised the event.
 */
module.exports = 'unlocked';


/***/ }),
/* 214 */
/***/ (function(module, exports, __webpack_require__) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * @namespace SpinePluginEvents
 */

module.exports = {

    COMPLETE: __webpack_require__(215),
    DISPOSE: __webpack_require__(216),
    END: __webpack_require__(217),
    EVENT: __webpack_require__(218),
    INTERRUPTED: __webpack_require__(219),
    START: __webpack_require__(220)

};


/***/ }),
/* 215 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * The Complete Event.
 *
 * @event SpinePluginEvents#COMPLETE
 * @since 3.19.0
 */
module.exports = 'complete';


/***/ }),
/* 216 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * The Dispose Event.
 *
 * @event SpinePluginEvents#DISPOSE
 * @since 3.19.0
 */
module.exports = 'dispose';


/***/ }),
/* 217 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * The End Event.
 *
 * @event SpinePluginEvents#END
 * @since 3.19.0
 */
module.exports = 'end';


/***/ }),
/* 218 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * The Custom Event Event.
 *
 * @event SpinePluginEvents#EVENT
 * @since 3.19.0
 */
module.exports = 'event';


/***/ }),
/* 219 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * The Interrupted Event.
 *
 * @event SpinePluginEvents#INTERRUPTED
 * @since 3.19.0
 */
module.exports = 'interrupted';


/***/ }),
/* 220 */
/***/ (function(module, exports) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

/**
 * The Start Event.
 *
 * @event SpinePluginEvents#START
 * @since 3.19.0
 */
module.exports = 'start';


/***/ }),
/* 221 */
/***/ (function(module, exports, __webpack_require__) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
 */

var renderWebGL = __webpack_require__(31);
var renderCanvas = __webpack_require__(31);

if (true)
{
    renderWebGL = __webpack_require__(222);
}

if (false)
{}

module.exports = {

    renderWebGL: renderWebGL,
    renderCanvas: renderCanvas

};


/***/ }),
/* 222 */
/***/ (function(module, exports, __webpack_require__) {

/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2019 Photon Storm Ltd.
 * @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
 */

var CounterClockwise = __webpack_require__(7);
var RadToDeg = __webpack_require__(9);
var Wrap = __webpack_require__(4);

/**
 * Renders this Game Object with the WebGL Renderer to the given Camera.
 * The object will not render if any of its renderFlags are set or it is being actively filtered out by the Camera.
 * This method should not be called directly. It is a utility function of the Render module.
 *
 * @method SpineGameObject#renderWebGL
 * @since 3.19.0
 * @private
 *
 * @param {Phaser.Renderer.WebGL.WebGLRenderer} renderer - A reference to the current active WebGL renderer.
 * @param {SpineGameObject} src - The Game Object being rendered in this call.
 * @param {number} interpolationPercentage - Reserved for future use and custom pipelines.
 * @param {Phaser.Cameras.Scene2D.Camera} camera - The Camera that is rendering the Game Object.
 * @param {Phaser.GameObjects.Components.TransformMatrix} parentMatrix - This transform matrix is defined if the game object is nested
 */
var SpineGameObjectWebGLRenderer = function (renderer, src, interpolationPercentage, camera, parentMatrix)
{
    var plugin = src.plugin;
    var skeleton = src.skeleton;
    var sceneRenderer = plugin.sceneRenderer;

    var GameObjectRenderMask = 15;

    var willRender = !(GameObjectRenderMask !== src.renderFlags || (src.cameraFilter !== 0 && (src.cameraFilter & camera.id)));

    if (!skeleton || !willRender)
    {
        //  Reset the current type
        renderer.currentType = '';

        //  If there is already a batch running, we need to close it
        if (!renderer.nextTypeMatch)
        {
            //  The next object in the display list is not a Spine object, so we end the batch
            sceneRenderer.end();
    
            renderer.rebindPipeline(renderer.pipelines.TextureTintPipeline);
        }
    
        return;
    }

    if (renderer.newType)
    {
        renderer.clearPipeline();
    }

    var camMatrix = renderer._tempMatrix1;
    var spriteMatrix = renderer._tempMatrix2;
    var calcMatrix = renderer._tempMatrix3;

    spriteMatrix.applyITRS(src.x, src.y, src.rotation, Math.abs(src.scaleX), Math.abs(src.scaleY));

    camMatrix.copyFrom(camera.matrix);

    if (parentMatrix)
    {
        //  Multiply the camera by the parent matrix
        camMatrix.multiplyWithOffset(parentMatrix, -camera.scrollX * src.scrollFactorX, -camera.scrollY * src.scrollFactorY);

        //  Undo the camera scroll
        spriteMatrix.e = src.x;
        spriteMatrix.f = src.y;

        //  Multiply by the Sprite matrix, store result in calcMatrix
        camMatrix.multiply(spriteMatrix, calcMatrix);
    }
    else
    {
        spriteMatrix.e -= camera.scrollX * src.scrollFactorX;
        spriteMatrix.f -= camera.scrollY * src.scrollFactorY;

        //  Multiply by the Sprite matrix, store result in calcMatrix
        camMatrix.multiply(spriteMatrix, calcMatrix);
    }

    var viewportHeight = renderer.height;

    skeleton.x = calcMatrix.tx;
    skeleton.y = viewportHeight - calcMatrix.ty;

    skeleton.scaleX = calcMatrix.scaleX;
    skeleton.scaleY = calcMatrix.scaleY;

    if (src.scaleX < 0)
    {
        skeleton.scaleX *= -1;

        src.root.rotation = RadToDeg(calcMatrix.rotationNormalized);
    }
    else
    {
        //  +90 degrees to account for the difference in Spine vs. Phaser rotation
        src.root.rotation = Wrap(RadToDeg(CounterClockwise(calcMatrix.rotationNormalized)) + 90, 0, 360);
    }

    if (src.scaleY < 0)
    {
        skeleton.scaleY *= -1;

        if (src.scaleX < 0)
        {
            src.root.rotation -= (RadToDeg(calcMatrix.rotationNormalized) * 2);
        }
        else
        {
            src.root.rotation += (RadToDeg(calcMatrix.rotationNormalized) * 2);
        }
    }

    if (camera.renderToTexture)
    {
        skeleton.y = calcMatrix.ty;
        skeleton.scaleY *= -1;
    }

    //  Add autoUpdate option
    skeleton.updateWorldTransform();

    if (renderer.newType)
    {
        sceneRenderer.begin();
    }

    //  Draw the current skeleton
    sceneRenderer.drawSkeleton(skeleton, src.preMultipliedAlpha);

    if (plugin.drawDebug || src.drawDebug)
    {
        //  Because if we don't, the bones render positions are completely wrong (*sigh*)
        var oldX = skeleton.x;
        var oldY = skeleton.y;

        skeleton.x = 0;
        skeleton.y = 0;

        sceneRenderer.drawSkeletonDebug(skeleton, src.preMultipliedAlpha);

        skeleton.x = oldX;
        skeleton.y = oldY;
    }

    if (!renderer.nextTypeMatch)
    {
        //  The next object in the display list is not a Spine object, so we end the batch
        sceneRenderer.end();

        renderer.rebindPipeline(renderer.pipelines.TextureTintPipeline);
    }
};

module.exports = SpineGameObjectWebGLRenderer;


/***/ })
/******/ ]);